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.
52 lines
1.2 KiB
C++
52 lines
1.2 KiB
C++
#include "MAXProxyHeaders.hpp"
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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MAXCleanHierarchyProcess::MAXCleanHierarchyProcess(Stuff::NotationFile *data_file,
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Interface *i,
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int p,
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bool bSuppress,
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LPVOID fcn
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):
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CleanHierarchyProcess(data_file,bSuppress,fcn),
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iPointer(i),
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progress(p)
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{
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Check_Object(data_file);
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Page *page = data_file->FindPage("CleanHierarchy");
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if (page) {
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page->GetEntry("Verbose", &suppress);
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suppress = !suppress;
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}
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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MAXCleanHierarchyProcess::CleanHierarchyCallback(Proxies::GenericProxy *proxy)
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{
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Check_Object(this);
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Check_Object(proxy);
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//
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//----------------------------
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// Print the name of the proxy
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//----------------------------
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//
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if (!suppress)
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{
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MString name;
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char buffer[200];
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if (proxy->GetName(&name))
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sprintf(buffer, "Cleaning %s...", static_cast<char*>(name));
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else
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sprintf(
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buffer,
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"Cleaning <%s>...",
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static_cast<const char*>(proxy->GetClassString())
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);
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iPointer->ProgressUpdate(++progress,false,_T(buffer));
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}
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}
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