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.
60 lines
1.3 KiB
C++
60 lines
1.3 KiB
C++
// EditMLRStatePanel.cpp : implementation file
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//
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#include "stdafx.h"
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#include "pixelwhippro.h"
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#include "EditMLRStatePanel.h"
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#include "EditMLRStateDlg.h"
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extern CPixelWhipProApp theApp;
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/////////////////////////////////////////////////////////////////////////////
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// CEditMLRStatePanel dialog
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CEditMLRStatePanel::CEditMLRStatePanel(CWnd* pParent /*=NULL*/)
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: CDynaPanel(CEditMLRStatePanel::IDD, pParent)
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{
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//{{AFX_DATA_INIT(CEditMLRStatePanel)
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//}}AFX_DATA_INIT
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}
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void CEditMLRStatePanel::DoDataExchange(CDataExchange* pDX)
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{
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CDynaPanel::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(CEditMLRStatePanel)
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//}}AFX_DATA_MAP
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}
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BEGIN_MESSAGE_MAP(CEditMLRStatePanel, CDynaPanel)
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//{{AFX_MSG_MAP(CEditMLRStatePanel)
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ON_BN_CLICKED(IDC_SETSTATE, OnSetstate)
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CEditMLRStatePanel message handlers
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void CEditMLRStatePanel::Set(void *dat)
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{
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State=(MidLevelRenderer::MLRState *)dat;
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}
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void CEditMLRStatePanel::OnSetstate()
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{
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CEditMLRStateDlg dlg1;
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Stuff::DynamicArrayOf< MidLevelRenderer::MLRState> States(1);
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States[0]=*State;
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dlg1.SetStates(&States);
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if(dlg1.DoModal()==IDOK)
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{
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*State=States[0];
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}
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}
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