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.
63 lines
1.4 KiB
C++
63 lines
1.4 KiB
C++
// ModifyFloat.cpp : implementation file
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//
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#include "stdafx.h"
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#include "animscript.h"
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#include "ModifyFloat.h"
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#ifdef _DEBUG
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#define new DEBUG_NEW
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#undef THIS_FILE
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static char THIS_FILE[] = __FILE__;
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#endif
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/////////////////////////////////////////////////////////////////////////////
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// CModifyFloat dialog
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CModifyFloat::CModifyFloat(CWnd* pParent /*=NULL*/)
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: CDialog(CModifyFloat::IDD, pParent)
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{
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//{{AFX_DATA_INIT(CModifyFloat)
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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 CModifyFloat::DoDataExchange(CDataExchange* pDX)
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{
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CDialog::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(CModifyFloat)
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DDX_Control(pDX, IDC_EDIT_VALUE, m_editValue);
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//}}AFX_DATA_MAP
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}
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BEGIN_MESSAGE_MAP(CModifyFloat, CDialog)
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//{{AFX_MSG_MAP(CModifyFloat)
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CModifyFloat message handlers
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void CModifyFloat::OnOK()
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{
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CString str;
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m_editValue.GetWindowText(str);
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m_pFloatNode->SetValue(str);
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CDialog::OnOK();
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}
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BOOL CModifyFloat::OnInitDialog()
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{
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CDialog::OnInitDialog();
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m_editValue.SetWindowText(m_pFloatNode->GetValue());
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m_editValue.SetFocus();
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m_editValue.SetSel(MAKELONG(0,-1));
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return false;
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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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