Game client codebase including: - CharacterActionControl: Character and creature management - GlobalScript: Network, items, skills, quests, utilities - RYLClient: Main client application with GUI and event handlers - Engine: 3D rendering engine (RYLGL) - MemoryManager: Custom memory allocation - Library: Third-party dependencies (DirectX, boost, etc.) - Tools: Development utilities 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
72 lines
2.1 KiB
C++
72 lines
2.1 KiB
C++
// ConvertPatchInfoV1toV2.cpp : Defines the class behaviors for the application.
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//
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#include "ConvertPatchInfoV1toV2.h"
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#include "ConvertPatchInfoV1toV2Dlg.h"
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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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// CConvertPatchInfoV1toV2App
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BEGIN_MESSAGE_MAP(CConvertPatchInfoV1toV2App, CWinApp)
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//{{AFX_MSG_MAP(CConvertPatchInfoV1toV2App)
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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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// CConvertPatchInfoV1toV2App construction
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CConvertPatchInfoV1toV2App::CConvertPatchInfoV1toV2App()
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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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/////////////////////////////////////////////////////////////////////////////
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// The one and only CConvertPatchInfoV1toV2App object
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CConvertPatchInfoV1toV2App theApp;
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/////////////////////////////////////////////////////////////////////////////
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// CConvertPatchInfoV1toV2App initialization
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BOOL CConvertPatchInfoV1toV2App::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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CConvertPatchInfoV1toV2Dlg 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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