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.
96 lines
2.4 KiB
C++
96 lines
2.4 KiB
C++
// ObjectiveProps.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 "ObjectiveProps.h"
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#include "EdObjective.h"
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/////////////////////////////////////////////////////////////////////////////
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// CObjectiveProps dialog
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CObjectiveProps::CObjectiveProps(EdObjective *obj,CWnd* pParent /*=NULL*/)
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: CDialog(CObjectiveProps::IDD, pParent)
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{
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MyObj=obj;
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//{{AFX_DATA_INIT(CObjectiveProps)
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m_Description = _T("");
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m_Failed = _T("");
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m_HelpMessage = FALSE;
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m_InComplete = _T("");
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m_Primary = FALSE;
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m_Success = _T("");
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m_Visible = FALSE;
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m_ObjName = _T("");
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m_ComLevel = -1;
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//}}AFX_DATA_INIT
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}
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void CObjectiveProps::DoDataExchange(CDataExchange* pDX)
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{
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CDialog::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(CObjectiveProps)
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DDX_Text(pDX, IDC_DESCRIPTION, m_Description);
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DDX_Text(pDX, IDC_FAILED, m_Failed);
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DDX_Check(pDX, IDC_HELPMESSAGE, m_HelpMessage);
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DDX_Text(pDX, IDC_INCOMPLETE, m_InComplete);
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DDX_Check(pDX, IDC_PRIMARY, m_Primary);
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DDX_Text(pDX, IDC_SUCCESS, m_Success);
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DDX_Check(pDX, IDC_VISIBLE, m_Visible);
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DDX_Text(pDX, IDC_OBJNAME, m_ObjName);
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DDX_CBIndex(pDX, IDC_COMLEVEL, m_ComLevel);
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//}}AFX_DATA_MAP
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}
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BEGIN_MESSAGE_MAP(CObjectiveProps, CDialog)
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//{{AFX_MSG_MAP(CObjectiveProps)
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CObjectiveProps message handlers
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BOOL CObjectiveProps::OnInitDialog()
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{
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CDialog::OnInitDialog();
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m_Description = MyObj->GetDescriptionText();
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m_Failed = MyObj->GetFailText();
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m_Success = MyObj->GetSuccessText();
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m_InComplete = MyObj->GetNeutralText();
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m_Visible = MyObj->GetVisible();
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m_HelpMessage = MyObj->GetHelpMessage();
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m_Primary = MyObj->GetPrimary();
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m_ComLevel = MyObj->GetComLevel();
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m_ObjName = MyObj->GetName();
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UpdateData(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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void CObjectiveProps::OnOK()
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{
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UpdateData(TRUE);
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MyObj->SetDescriptionText(m_Description);
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MyObj->SetFailText(m_Failed);
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MyObj->SetSuccessText(m_Success);
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MyObj->SetNeutralText(m_InComplete);
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MyObj->SetVisible(m_Visible?true:false);
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MyObj->SetHelpMessage(m_HelpMessage?true:false);
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MyObj->SetPrimary(m_Primary?true:false);
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MyObj->SetComLevel(m_ComLevel);
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MyObj->SetName(m_ObjName);
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CDialog::OnOK();
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}
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