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.
49 lines
1.0 KiB
C++
49 lines
1.0 KiB
C++
// StartDlg.cpp : implementation file
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//
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#include "stdafx.h"
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#include "MW4GameEd.h"
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#include "StartDlg.h"
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/////////////////////////////////////////////////////////////////////////////
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// CStartDlg dialog
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CStartDlg::CStartDlg(CWnd* pParent /*=NULL*/)
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: CDialog(CStartDlg::IDD, pParent)
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{
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//{{AFX_DATA_INIT(CStartDlg)
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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 CStartDlg::DoDataExchange(CDataExchange* pDX)
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{
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CDialog::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(CStartDlg)
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// NOTE: the ClassWizard will add DDX and DDV calls here
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//}}AFX_DATA_MAP
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}
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BEGIN_MESSAGE_MAP(CStartDlg, CDialog)
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//{{AFX_MSG_MAP(CStartDlg)
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ON_BN_CLICKED(IDC_LOADMAP, OnLoadMap)
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ON_BN_CLICKED(IDC_NEWMAP, OnNewMap)
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CStartDlg message handlers
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void CStartDlg::OnLoadMap()
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{
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EndDialog(IDLOADMAP);
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}
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void CStartDlg::OnNewMap()
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{
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EndDialog(IDNEWMAP);
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}
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