Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
// EditPathNodeDlg.cpp : implementation file
//
#include "stdafx.h"
#include "hammer.h"
#include "EditPathNodeDlg.h"
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
/////////////////////////////////////////////////////////////////////////////
// CEditPathNodeDlg dialog
CEditPathNodeDlg::CEditPathNodeDlg(CWnd* pParent /*=NULL*/)
: CDialog(CEditPathNodeDlg::IDD, pParent)
{
//{{AFX_DATA_INIT(CEditPathNodeDlg)
m_bRetrigger = FALSE;
m_iSpeed = 0;
m_iWait = 0;
m_iYawSpeed = 0;
m_strName = _T("");
//}}AFX_DATA_INIT
}
void CEditPathNodeDlg::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CEditPathNodeDlg)
DDX_Check(pDX, IDC_RETRIGGER, m_bRetrigger);
DDX_Text(pDX, IDC_SPEED, m_iSpeed);
DDX_Text(pDX, IDC_PCWAIT, m_iWait);
DDX_Text(pDX, IDC_YAWSPEED, m_iYawSpeed);
DDX_Text(pDX, IDC_NAME, m_strName);
DDV_MaxChars(pDX, m_strName, 64);
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(CEditPathNodeDlg, CDialog)
//{{AFX_MSG_MAP(CEditPathNodeDlg)
// NOTE: the ClassWizard will add message map macros here
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CEditPathNodeDlg message handlers