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.
58 lines
1.1 KiB
C++
58 lines
1.1 KiB
C++
// TFPanel.cpp : implementation file
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//
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#include "stdafx.h"
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#include "pixelwhippro.h"
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#include "TFPanel.h"
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extern CPixelWhipProApp theApp;
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/////////////////////////////////////////////////////////////////////////////
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// CTFPanel dialog
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CTFPanel::CTFPanel(CWnd* pParent /*=NULL*/)
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: CDynaPanel(CTFPanel::IDD, pParent)
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{
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ActDat=NULL;
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//{{AFX_DATA_INIT(CTFPanel)
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m_tfcheck = FALSE;
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//}}AFX_DATA_INIT
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}
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void CTFPanel::DoDataExchange(CDataExchange* pDX)
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{
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CDynaPanel::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(CTFPanel)
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DDX_Check(pDX, IDC_TFCHECK, m_tfcheck);
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//}}AFX_DATA_MAP
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}
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BEGIN_MESSAGE_MAP(CTFPanel, CDynaPanel)
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//{{AFX_MSG_MAP(CTFPanel)
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ON_BN_CLICKED(IDC_TFCHECK, OnTfcheck)
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CTFPanel message handlers
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void CTFPanel::Set(void *dat)
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{
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ActDat=(bool *)dat;
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m_tfcheck=*ActDat;
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}
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void CTFPanel::OnTfcheck()
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{
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theApp.Modified=true;
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if(ActDat==NULL) return;
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UpdateData(TRUE);
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*ActDat=m_tfcheck!=0;
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}
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