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.
46 lines
1.0 KiB
C++
46 lines
1.0 KiB
C++
// FloatPanel.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 "FloatPanel.h"
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/////////////////////////////////////////////////////////////////////////////
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// CFloatPanel dialog
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CFloatPanel::CFloatPanel(float *dpt,CString fname,CWnd* pParent /*=NULL*/)
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: CFieldPanel(CFloatPanel::IDD,fname, pParent)
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{
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//{{AFX_DATA_INIT(CFloatPanel)
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m_FloatField = 0.0f;
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//}}AFX_DATA_INIT
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MyData=dpt;
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m_FloatField=*MyData;
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}
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void CFloatPanel::DoDataExchange(CDataExchange* pDX)
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{
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CFieldPanel::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(CFloatPanel)
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DDX_Text(pDX, IDC_FLOATFIELD, m_FloatField);
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//}}AFX_DATA_MAP
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}
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BEGIN_MESSAGE_MAP(CFloatPanel, CFieldPanel)
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//{{AFX_MSG_MAP(CFloatPanel)
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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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// CFloatPanel message handlers
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void CFloatPanel::OnOK()
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{
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UpdateData(TRUE);
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*MyData=m_FloatField;
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}
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