Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
47 lines
1.0 KiB
C++
47 lines
1.0 KiB
C++
// PanelDlg.cpp : implementation file
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//
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#include "stdafx.h"
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#include "MW4GameEd2.h"
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#include "PanelDlg.h"
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/////////////////////////////////////////////////////////////////////////////
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// CPanelDlg dialog
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CPanelDlg::CPanelDlg(UINT nIDTemplate, CWnd* pParent /*=NULL*/):
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CDialog(nIDTemplate, pParent)
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{
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MyID=nIDTemplate;
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//{{AFX_DATA_INIT(CPanelDlg)
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// NOTE: the ClassWizard will add member initialization here
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//}}AFX_DATA_INIT
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}
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void CPanelDlg::DoDataExchange(CDataExchange* pDX)
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{
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CDialog::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(CPanelDlg)
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// NOTE: the ClassWizard will add DDX and DDV calls here
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//}}AFX_DATA_MAP
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}
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BEGIN_MESSAGE_MAP(CPanelDlg, CDialog)
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//{{AFX_MSG_MAP(CPanelDlg)
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// NOTE: the ClassWizard will add message map macros here
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CPanelDlg message handlers
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void CPanelDlg::Create(CWnd* pParent)
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{
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CDialog::Create(MyID,pParent);
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}
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