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.
139 lines
3.7 KiB
C++
139 lines
3.7 KiB
C++
/////////////////////////////////////////////////////////////////////////////
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// BRBDialog.h : header file
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/////////////////////////////////////////////////////////////////////////////
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#if !defined(AFX_BRBDIALOG_H__27FFA501_5965_11D2_9972_E575B990F337__INCLUDED_)
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#define AFX_BRBDIALOG_H__27FFA501_5965_11D2_9972_E575B990F337__INCLUDED_
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#if _MSC_VER > 1000
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#pragma once
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#endif // _MSC_VER > 1000
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#ifdef STRICT
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#undef STRICT
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#endif
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#include "Max.h"
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#if !defined(STUFF_STUFF_HPP)
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#include "Stuff\Stuff.hpp"
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#endif
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#define BRBDATA_CLASS_ID Class_ID(0x4c9b40d0, 0x3bf66064)
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#define BRBDATA_SUPER_CLASS_ID UTILITY_CLASS_ID
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#define TEMP_DATA_ID 3
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#define PERM_DATA_ID 4
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#define MAX_FILES 8
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#define ONE_MINUS_MAX_FILES (MAX_FILES-1)
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/////////////////////////////////////////////////////////////////////////////
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// structure to save way we are exporting to be used in the case of command
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// line exporting. defaults are all false.
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//
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//typedef struct {
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// bool overwriteTextures;
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// bool exportCharacter;
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// bool outputAmatureFile;
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//} ExportInfo;
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/////////////////////////////////////////////////////////////////////////////
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//
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// structure to save way we are exporting to be used in the case of command
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// line exporting. defaults are all false.
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//
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typedef struct {
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bool overwriteTextures;
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bool outputAmatureFile;
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unsigned exportType;
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} ExportInfo;
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/////////////////////////////////////////////////////////////////////////////
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// BRBDialog dialog
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class BRBDialog : public CDialog
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{
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// Construction
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public:
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BRBDialog(Interface *i, CString *files, CWnd* pParent = NULL); // standard constructor
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enum ETYPE {
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EXPORT_SHAPE = 0,
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EXPORT_CHARACTER = 1,
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EXPORT_ANIM = 2,
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};
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//
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// methods added for writing files needed by adept engine and messing
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// with data in the max nodes
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//
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bool PreviewAnimation();
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bool AddPreferences(INode *node);
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bool RemovePreferences(INode *node);
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void GetGameDir();
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int WriteBrbPropFile(ETYPE etype);
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// Dialog Data
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//{{AFX_DATA(BRBDialog)
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enum { IDD = IDD_BRB };
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CButton m_ctrlCharacter;
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//}}AFX_DATA
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UINT m_lodFar[MAX_FILES]; // array of far lod distances
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UINT m_lodNear[MAX_FILES]; // array of near lod distances
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int exportCharacter, //
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exportShape; //
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CString maxFiles[MAX_FILES]; // list of files to export
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Interface *maxInterface; // pointer to the max interface
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ExportInfo exportInfo; // data about export settings
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TSTR brbGamePath; // path that mech 4 lives in i.e. e:\MW4
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TSTR erfPath; // path that we write the erf to
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// Overrides
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// ClassWizard generated virtual function overrides
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//{{AFX_VIRTUAL(BRBDialog)
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protected:
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virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
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//}}AFX_VIRTUAL
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// Implementation
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protected:
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// Generated message map functions
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//{{AFX_MSG(BRBDialog)
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afx_msg void OnSelectLOD1();
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afx_msg void OnSelectLOD2();
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afx_msg void OnSelectLOD3();
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afx_msg void OnSelectLOD4();
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afx_msg void OnSelectLOD5();
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afx_msg void OnSelectLOD6();
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afx_msg void OnSelectLOD7();
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afx_msg void OnSelectLOD8();
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virtual void OnCancel();
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virtual void OnOK();
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afx_msg void OnShape();
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afx_msg void OnCharacter();
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afx_msg void OnKillfocus();
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afx_msg void OnLod1Far();
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afx_msg void OnLod2Far();
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afx_msg void OnLod3Far();
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afx_msg void OnLod4Far();
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afx_msg void OnLod5Far();
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afx_msg void OnLod6Far();
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afx_msg void OnLod7Far();
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afx_msg void OnLod8Far();
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virtual BOOL OnInitDialog();
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//}}AFX_MSG
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DECLARE_MESSAGE_MAP()
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};
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//{{AFX_INSERT_LOCATION}}
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// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
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#endif // !defined(AFX_BRBDIALOG_H__27FFA501_5965_11D2_9972_E575B990F337__INCLUDED_)
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