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.
63 lines
1.3 KiB
C++
63 lines
1.3 KiB
C++
// ParamPage.cpp : implementation file
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//
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#include "stdafx.h"
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#include "animscript.h"
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#include "ParamPage.h"
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#include <assert.h>
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#ifdef _DEBUG
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#define new DEBUG_NEW
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#undef THIS_FILE
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static char THIS_FILE[] = __FILE__;
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#endif
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/////////////////////////////////////////////////////////////////////////////
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// CParamPage property page
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IMPLEMENT_DYNCREATE(CParamPage, CPropertyPage)
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CParamPage::CParamPage()
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{
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// This function is not actually called
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assert(false);
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m_pDocument = NULL;
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m_bInitialized = false;
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}
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CParamPage::CParamPage(UINT id) : CPropertyPage(id)
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{
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m_pDocument = NULL;
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m_bInitialized = false;
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//{{AFX_DATA_INIT(CParamPage)
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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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CParamPage::~CParamPage()
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{
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}
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void CParamPage::DoDataExchange(CDataExchange* pDX)
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{
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CPropertyPage::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(CParamPage)
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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(CParamPage, CPropertyPage)
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//{{AFX_MSG_MAP(CParamPage)
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// NOTE: the ClassWizard will add message map macros here
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CParamPage message handlers
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void CParamPage::OnCreateExec()
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{
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assert(false);
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}
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