Files
firestorm/Gameleap/code/mw4/Tools/AttributeChanger/AttributeChanger.cpp
T
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93 lines
2.2 KiB
C++

// AttributeChanger.cpp : Defines the class behaviors for the application.
//
#include "stdafx.h"
#include "AttributeChanger.h"
#include "AttributeChangerDlg.h"
#include <Stuff\Stuff.hpp>
#include <DLLPlatform\DLLPlatform.hpp>
void __stdcall InitializeGameEngine()
{
Stuff::InitializeClasses();
}
/////////////////////////////////////////////////////////////////////////////
// CAttributeChangerApp
BEGIN_MESSAGE_MAP(CAttributeChangerApp, CWinApp)
//{{AFX_MSG_MAP(CAttributeChangerApp)
//}}AFX_MSG
ON_COMMAND(ID_HELP, CWinApp::OnHelp)
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CAttributeChangerApp construction
CAttributeChangerApp::CAttributeChangerApp()
{
}
/////////////////////////////////////////////////////////////////////////////
// The one and only CAttributeChangerApp object
CAttributeChangerApp theApp;
/////////////////////////////////////////////////////////////////////////////
// CAttributeChangerApp initialization
BOOL CAttributeChangerApp::InitInstance()
{
InitGameOS(NULL, NULL, "blabla");
InitializeGameEngine();
AfxEnableControlContainer();
// Standard initialization
#ifdef _AFXDLL
Enable3dControls(); // Call this when using MFC in a shared DLL
#else
Enable3dControlsStatic(); // Call this when linking to MFC statically
#endif
CAttributeChangerDlg dlg;
m_pMainWnd = &dlg;
int nResponse = dlg.DoModal();
if (nResponse == IDOK)
{
}
else if (nResponse == IDCANCEL)
{
}
// Since the dialog has been closed, return FALSE so that we exit the
// application, rather than start the application's message pump.
return FALSE;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void __stdcall TerminateGameEngine()
{
Stuff::TerminateClasses();
}
void __stdcall GetGameOSEnvironment(char* CommandLine)
{
// Environment.UpdateRenderers = UpdateDisplay;
// Environment.DoGameLogic = DoGameLogic;
Environment.InitializeGameEngine = InitializeGameEngine;
Environment.TerminateGameEngine = TerminateGameEngine;
}
int CAttributeChangerApp::ExitInstance()
{
ExitGameOS();
return CWinApp::ExitInstance();
}