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.
44 lines
1.2 KiB
C++
44 lines
1.2 KiB
C++
// GUIFXGenerator.h: interface for the GUIFXGenerator class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_GUIFXGENERATOR_H__50DCEFD0_D7DA_4A7C_B528_E896D6C9ABCC__INCLUDED_)
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#define AFX_GUIFXGENERATOR_H__50DCEFD0_D7DA_4A7C_B528_E896D6C9ABCC__INCLUDED_
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#if _MSC_VER > 1000
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#pragma once
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#endif // _MSC_VER > 1000
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#include "EdGameObject.h"
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class GUIFXGenerator : public EdGameObject
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{
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private:
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protected:
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void Copy(GUIFXGenerator &obj);
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void BuildDisplayInfoFromData();
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public:
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bool IsNightOnly();
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void SetNightOnly(bool flag);
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bool IsRandom();
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void SetRandom(bool flag);
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Scalar GetDelay();
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void SetDelay(Scalar delay);
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ResourceID GetEffect();
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void SetEffect(ResourceID &rid);
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EdGUIObject *Clone();
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GUIFXGenerator();
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GUIFXGenerator(CString name,Point3D &pnt);
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void AddPanel(CObjPanelDlg *pnl,UndoCommand **cmd);
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virtual ~GUIFXGenerator();
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void UpdateVisibility(DWORD visflag) { SetHide(visflag&SHOW_FX?false:true);}
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int GetUnSelIcon() {return ICON_FXGEN; }
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int GetSelIcon() {return ICON_FXGEN; }
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CString GetTypeName() {return ("FXGenerator");}
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};
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#endif // !defined(AFX_GUIFXGENERATOR_H__50DCEFD0_D7DA_4A7C_B528_E896D6C9ABCC__INCLUDED_)
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