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
980 B
C++
46 lines
980 B
C++
// IntPanel.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 "IntPanel.h"
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/////////////////////////////////////////////////////////////////////////////
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// CIntPanel dialog
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CIntPanel::CIntPanel(int *dpt,CString fname,CWnd* pParent /*=NULL*/)
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: CFieldPanel(CIntPanel::IDD, fname,pParent)
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{
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MyData=dpt;
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//{{AFX_DATA_INIT(CIntPanel)
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m_Int = 0;
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//}}AFX_DATA_INIT
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m_Int=*MyData;
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}
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void CIntPanel::DoDataExchange(CDataExchange* pDX)
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{
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CFieldPanel::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(CIntPanel)
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DDX_Text(pDX, IDC_INTFIELD, m_Int);
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//}}AFX_DATA_MAP
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}
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BEGIN_MESSAGE_MAP(CIntPanel, CFieldPanel)
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//{{AFX_MSG_MAP(CIntPanel)
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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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// CIntPanel message handlers
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void CIntPanel::OnOK()
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{
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UpdateData(TRUE);
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*MyData=m_Int;
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}
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