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
1.3 KiB
C++
58 lines
1.3 KiB
C++
// CameraSettings.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 "CameraSettings.h"
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/////////////////////////////////////////////////////////////////////////////
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// CCameraSettings dialog
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CCameraSettings::CCameraSettings(CWnd* pParent /*=NULL*/)
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: CDialog(CCameraSettings::IDD, pParent)
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{
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//{{AFX_DATA_INIT(CCameraSettings)
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m_RevMouse = FALSE;
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m_Speed = 0.0f;
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m_FollowTerain = FALSE;
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//}}AFX_DATA_INIT
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}
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void CCameraSettings::DoDataExchange(CDataExchange* pDX)
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{
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CDialog::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(CCameraSettings)
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DDX_Check(pDX, IDC_REVMOUSE, m_RevMouse);
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DDX_Text(pDX, IDC_SPEED, m_Speed);
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DDV_MinMaxFloat(pDX, m_Speed, 0.f, 1000.f);
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DDX_Check(pDX, IDC_TFOLLOW, m_FollowTerain);
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//}}AFX_DATA_MAP
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}
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BEGIN_MESSAGE_MAP(CCameraSettings, CDialog)
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//{{AFX_MSG_MAP(CCameraSettings)
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CCameraSettings message handlers
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BOOL CCameraSettings::OnInitDialog()
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{
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CDialog::OnInitDialog();
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return TRUE; // return TRUE unless you set the focus to a control
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// EXCEPTION: OCX Property Pages should return FALSE
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}
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void CCameraSettings::OnOK()
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{
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CDialog::OnOK();
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}
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