Files
firestorm/Gameleap/code/mw4/Tools/MissionCopy/MissionCopy.cpp
T
Cyd 2b8ca921cb Initial full mirror of c:\VWE (source + assets + toolchain + outputs) via Git LFS
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.
2026-06-24 21:28:16 -05:00

107 lines
2.7 KiB
C++

// MissionCopy.cpp : Defines the class behaviors for the application.
//
#include "stdafx.h"
#include "MissionCopy.h"
#include "MissionCopyDlg.h"
#include <Stuff\Stuff.hpp>
#include <DLLPlatform\DLLPlatform.hpp>
void __stdcall InitializeGameEngine()
{
Stuff::InitializeClasses();
}
/////////////////////////////////////////////////////////////////////////////
// CMissionCopyApp
BEGIN_MESSAGE_MAP(CMissionCopyApp, CWinApp)
//{{AFX_MSG_MAP(CMissionCopyApp)
// NOTE - the ClassWizard will add and remove mapping macros here.
// DO NOT EDIT what you see in these blocks of generated code!
//}}AFX_MSG
ON_COMMAND(ID_HELP, CWinApp::OnHelp)
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CMissionCopyApp construction
CMissionCopyApp::CMissionCopyApp()
{
// TODO: add construction code here,
// Place all significant initialization in InitInstance
}
/////////////////////////////////////////////////////////////////////////////
// The one and only CMissionCopyApp object
CMissionCopyApp theApp;
/////////////////////////////////////////////////////////////////////////////
// CMissionCopyApp initialization
BOOL CMissionCopyApp::InitInstance()
{
InitGameOS(NULL, NULL, "");
InitializeGameEngine();
AfxEnableControlContainer();
// Standard initialization
// If you are not using these features and wish to reduce the size
// of your final executable, you should remove from the following
// the specific initialization routines you do not need.
#ifdef _AFXDLL
Enable3dControls(); // Call this when using MFC in a shared DLL
#else
Enable3dControlsStatic(); // Call this when linking to MFC statically
#endif
CMissionCopyDlg dlg;
m_pMainWnd = &dlg;
int nResponse = dlg.DoModal();
if (nResponse == IDOK)
{
// TODO: Place code here to handle when the dialog is
// dismissed with OK
}
else if (nResponse == IDCANCEL)
{
// TODO: Place code here to handle when the dialog is
// dismissed with Cancel
}
// 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 CMissionCopyApp::ExitInstance()
{
// TODO: Add your specialized code here and/or call the base class
ExitGameOS();
return CWinApp::ExitInstance();
}