Files
Client/GameTools/EffectEditor/resource.h
LGram16 dd97ddec92 Restructure repository to include all source folders
Move git root from Client/ to src/ to track all source code:
- Client: Game client source (moved to Client/Client/)
- Server: Game server source
- GameTools: Development tools
- CryptoSource: Encryption utilities
- database: Database scripts
- Script: Game scripts
- rylCoder_16.02.2008_src: Legacy coder tools
- GMFont, Game: Additional resources

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 20:17:20 +09:00

171 lines
7.2 KiB
C

//{{NO_DEPENDENCIES}}
// Microsoft Developer Studio generated include file.
// Used by EffectEditor.rc
//
#define IDD_ABOUTBOX 100
#define IDD_PARTICLE1 101
#define IDS_PROPSHT_CAPTION 102
#define IDD_PROPPAGE1 103
#define IDD_PARTICLE 103
#define IDD_PROPPAGE2 104
#define IDD_CYLINDER 104
#define IDD_PROPPAGE3 105
#define IDD_BILLBOARD 105
#define IDD_PROPPAGE4 106
#define IDD_PLANE 106
#define IDS_PROPSHT_CAPTION1 107
#define IDD_MESH 107
#define IDD_KEY 108
#define IDD_SCENARIOBAR 109
#define IDR_MAINFRAME 128
#define IDR_EFFECTTYPE 129
#define IDD_KEYBAR 130
#define IDD_EFFECTBAR 131
#define IDD_SPHERE 132
#define IDC_TEXTURE 1000
#define IDC_WIDTH 1001
#define IDC_HEIGHT 1002
#define IDC_CENX 1007
#define IDC_CENY 1008
#define IDC_CENZ 1009
#define IDC_ALPHA 1010
#define IDC_COLR 1011
#define IDC_COLG 1012
#define IDC_COLB 1013
#define IDC_BROWSE 1014
#define IDC_CREATE 1015
#define IDC_STARTFRAME 1016
#define IDC_ENDFRAME 1017
#define IDC_EFORCEX 1018
#define IDC_DELETE 1019
#define IDC_TILEU 1020
#define IDC_EFORCEY 1020
#define IDC_TILEV 1021
#define IDC_EFORCEZ 1021
#define IDC_SCEALPHA 1022
#define IDC_TOTALFRAME 1023
#define IDC_PREFRAME 1024
#define IDC_KEYSLIDER 1025
#define IDC_STARTU 1028
#define IDC_STARTV 1029
#define IDC_TEXSTATIC 1030
#define IDC_TEXANI 1031
#define IDC_TEXFRAME 1032
#define IDC_TEXSPEED 1033
#define IDC_STARTTEXFRAME 1033
#define IDC_ANGLE 1036
#define IDC_ROTATION 1038
#define IDC_AMOUNT 1041
#define IDC_POWER 1042
#define IDC_PLAY 1043
#define IDC_LIFETIME 1044
#define IDC_STOP 1044
#define IDC_FRAMESEC 1046
#define IDC_LIFETIMESEED 1047
#define IDC_POWERSEED 1048
#define IDC_LOOP 1048
#define IDC_VOLX 1049
#define IDC_VOLY 1050
#define IDC_VOLZ 1051
#define IDC_NOVOLUME 1052
#define IDC_SQUAREVOLUME 1053
#define IDC_CIRCLEVOLUME 1054
#define IDC_RADIUS 1056
#define IDC_INNERRADIUS 1057
#define IDC_AXISX 1058
#define IDC_AXISY 1059
#define IDC_AXISZ 1060
#define IDC_DIRX 1061
#define IDC_DIRY 1062
#define IDC_PREPRO 1062
#define IDC_DIRZ 1063
#define IDC_SCENARIO 1067
#define IDC_AUTO 1068
#define IDC_AUTOTIME 1069
#define IDC_SPAWNNING 1070
#define IDC_UPPERHEIGHT 1071
#define IDC_LOWERHEIGHT 1072
#define IDC_UPPERRADIUS 1073
#define IDC_LOWERRADIUS 1074
#define IDC_SIDEPLANE 1075
#define IDC_SEGMENT 1076
#define IDC_UPPERVIS 1080
#define IDC_UPPERUP 1081
#define IDC_LOWERVIS 1082
#define IDC_LOWERUP 1083
#define IDC_UPPERFACTOR 1084
#define IDC_LOWERFACTOR 1085
#define IDC_HEIGHTFACTOR 1086
#define IDC_UPPERTEX 1089
#define IDC_LOWERTEX 1090
#define IDC_TEST 1092
#define IDC_POINTSLIDER 1095
#define IDC_AXISALIGNED 1096
#define IDC_CONTINUOUS 1097
#define IDC_RED 1098
#define IDC_GREEN 1099
#define IDC_BLUE 1100
#define IDC_CBSRC 1105
#define IDC_CBADDRESSU 1106
#define IDC_MESH 1106
#define IDC_CBDEST 1107
#define IDC_CBADDRESSV 1108
#define IDC_OBECJTMAX 1108
#define IDC_OBJECTNUM 1109
#define IDC_INCFRAME 1111
#define IDC_WAVNAME 1112
#define IDC_WAV 1113
#define ID_CHAR_VISIBLE 32771
#define ID_CHAR_INVISIBLE 32772
#define ID_CHAR_WAIT 32775
#define ID_CHAR_WALK 32776
#define ID_CHAR_RUN 32777
#define ID_CHAR_ATTACK 32778
#define ID_CHAR_BACK 32779
#define ID_CHAR_LEFT 32780
#define ID_CHAR_RIGHT 32781
#define ID_CHAR_ATTACKED 32782
#define ID_CHAR_FALLDOWN 32783
#define ID_CHAR_STUN 32784
#define ID_CHAR_CAST_BEGIN 32785
#define ID_CHAR_CASTING 32786
#define ID_CHAR_CASTING2 32787
#define ID_CHAR_CRIP_WEAPON 32789
#define ID_CHAR_TAKE_OUT_WEAPON 32790
#define ID_CHAR_PUT_IN_WEAPON 32791
#define ID_CHAR_RESTORE_HAND 32792
#define ID_CHAR_ATTACK_LEFT 32793
#define ID_CHAR_ATTACK_RIGHT 32794
#define ID_CHAR_ATTACK_ADVANCE 32795
#define ID_CHAR_ATTACK_RETREAT 32796
#define ID_CHAR_SIT_DOWN 32797
#define ID_CHAR_REST 32798
#define ID_CHAR_GET_UP 32799
#define ID_CHAR_BASH 32801
#define ID_CHAR_NORMAL 32802
#define ID_CHAR_BATTLE 32803
#define ID_CHAR_NOWEAPONB 32804
#define ID_CHAR_ONEHAND 32805
#define ID_CHAR_TWOHAND 32806
#define ID_CHAR_BLUNT 32807
#define ID_CHAR_BOW 32808
#define ID_CHAR_DAGGER 32809
#define ID_CHAR_CROSSBOW 32810
#define ID_CHAR_M_CAST_BEGIN 32811
#define ID_CHAR_M_CASTING1 32812
#define ID_CHAR_M_CASTING2 32813
#define ID_CHAR_BLOW 32814
#define ID_CHAR_ROUND_SWING 32815
// Next default values for new objects
//
#ifdef APSTUDIO_INVOKED
#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_3D_CONTROLS 1
#define _APS_NEXT_RESOURCE_VALUE 138
#define _APS_NEXT_COMMAND_VALUE 32816
#define _APS_NEXT_CONTROL_VALUE 1114
#define _APS_NEXT_SYMED_VALUE 110
#endif
#endif