Team Fortress 2 Source Code as on 22/4/2020
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  1. //========= Copyright Valve Corporation, All rights reserved. ============//
  2. //
  3. // Purpose:
  4. //
  5. // $NoKeywords: $
  6. //
  7. //=============================================================================//
  8. // EditPathNodeDlg.cpp : implementation file
  9. //
  10. #include "stdafx.h"
  11. #include "hammer.h"
  12. #include "EditPathNodeDlg.h"
  13. // memdbgon must be the last include file in a .cpp file!!!
  14. #include <tier0/memdbgon.h>
  15. /////////////////////////////////////////////////////////////////////////////
  16. // CEditPathNodeDlg dialog
  17. CEditPathNodeDlg::CEditPathNodeDlg(CWnd* pParent /*=NULL*/)
  18. : CDialog(CEditPathNodeDlg::IDD, pParent)
  19. {
  20. //{{AFX_DATA_INIT(CEditPathNodeDlg)
  21. m_bRetrigger = FALSE;
  22. m_iSpeed = 0;
  23. m_iWait = 0;
  24. m_iYawSpeed = 0;
  25. m_strName = _T("");
  26. //}}AFX_DATA_INIT
  27. }
  28. void CEditPathNodeDlg::DoDataExchange(CDataExchange* pDX)
  29. {
  30. CDialog::DoDataExchange(pDX);
  31. //{{AFX_DATA_MAP(CEditPathNodeDlg)
  32. DDX_Check(pDX, IDC_RETRIGGER, m_bRetrigger);
  33. DDX_Text(pDX, IDC_SPEED, m_iSpeed);
  34. DDX_Text(pDX, IDC_PCWAIT, m_iWait);
  35. DDX_Text(pDX, IDC_YAWSPEED, m_iYawSpeed);
  36. DDX_Text(pDX, IDC_NAME, m_strName);
  37. DDV_MaxChars(pDX, m_strName, 64);
  38. //}}AFX_DATA_MAP
  39. }
  40. BEGIN_MESSAGE_MAP(CEditPathNodeDlg, CDialog)
  41. //{{AFX_MSG_MAP(CEditPathNodeDlg)
  42. // NOTE: the ClassWizard will add message map macros here
  43. //}}AFX_MSG_MAP
  44. END_MESSAGE_MAP()
  45. /////////////////////////////////////////////////////////////////////////////
  46. // CEditPathNodeDlg message handlers