mirror of
https://github.com/OpenTrespasser/JurassicParkTrespasser.git
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92 lines
2.3 KiB
C++
92 lines
2.3 KiB
C++
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// CollisionEditor.cpp : Defines the class behaviors for the application.
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//
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#include "stdafx.h"
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#include "CollisionEditor.h"
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#include "CollisionEditorDlg.h"
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#include "Lib/Sys/MemoryLog.hpp"
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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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// CCollisionEditorApp
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BEGIN_MESSAGE_MAP(CCollisionEditorApp, CWinApp)
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//{{AFX_MSG_MAP(CCollisionEditorApp)
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// NOTE - the ClassWizard will add and remove mapping macros here.
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// DO NOT EDIT what you see in these blocks of generated code!
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//}}AFX_MSG
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ON_COMMAND(ID_HELP, CWinApp::OnHelp)
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// Globals that hold the state
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/////////////////////////////////////////////////////////////////////////////
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// CCollisionEditorApp construction
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CCollisionEditorApp::CCollisionEditorApp()
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{
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// TODO: add construction code here,
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// Place all significant initialization in InitInstance
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}
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bool bIsTrespasser = false;
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/////////////////////////////////////////////////////////////////////////////
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// The one and only CCollisionEditorApp object
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CCollisionEditorApp theApp;
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/////////////////////////////////////////////////////////////////////////////
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// CCollisionEditorApp initialization
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BOOL CCollisionEditorApp::InitInstance()
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{
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// Standard initialization
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// If you are not using these features and wish to reduce the size
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// of your final executable, you should remove from the following
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// the specific initialization routines you do not need.
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#ifdef _AFXDLL
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Enable3dControls(); // Call this when using MFC in a shared DLL
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#else
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Enable3dControlsStatic(); // Call this when linking to MFC statically
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#endif
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CCollisionEditorDlg dlg;
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m_pMainWnd = &dlg;
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int nResponse = dlg.DoModal();
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if (nResponse == IDOK)
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{
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// TODO: Place code here to handle when the dialog is
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// dismissed with OK
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}
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else if (nResponse == IDCANCEL)
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{
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// TODO: Place code here to handle when the dialog is
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// dismissed with Cancel
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}
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// Since the dialog has been closed, return FALSE so that we exit the
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// application, rather than start the application's message pump.
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return FALSE;
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}
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int CCollisionEditorApp::ExitInstance()
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{
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return CWinApp::ExitInstance();
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}
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void AddToCounter(EMemoryLog eml,long l)
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{
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}
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