mirror of
https://github.com/nillerusr/source-engine.git
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317 lines
7.8 KiB
C++
317 lines
7.8 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Implements the spawnflags page of the Entity Properties dialog.
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//
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//=============================================================================//
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#include "stdafx.h"
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#include "hammer.h"
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#include "OP_Flags.h"
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#include "OP_Entity.h"
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#include "ObjectProperties.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include <tier0/memdbgon.h>
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/////////////////////////////////////////////////////////////////////////////
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// COP_Flags property page
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IMPLEMENT_DYNCREATE(COP_Flags, CObjectPage)
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COP_Flags::COP_Flags() : CObjectPage(COP_Flags::IDD)
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{
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//{{AFX_DATA_INIT(COP_Flags)
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// NOTE: the ClassWizard will add member initialization here
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//}}AFX_DATA_INIT
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m_pEditObjectRuntimeClass = RUNTIME_CLASS(editCEditGameClass);
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m_nNumSelectedObjects = 0;
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m_pEntityPage = NULL;
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}
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COP_Flags::~COP_Flags()
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{
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}
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void COP_Flags::SetEntityPage( COP_Entity *pPage )
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{
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m_pEntityPage = pPage;
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}
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void COP_Flags::DoDataExchange(CDataExchange* pDX)
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{
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CObjectPage::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(COP_Flags)
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// NOTE: the ClassWizard will add DDX and DDV calls here
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//}}AFX_DATA_MAP
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}
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BEGIN_MESSAGE_MAP(COP_Flags, CObjectPage)
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//{{AFX_MSG_MAP(COP_Flags)
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ON_CLBN_CHKCHANGE(IDC_CHECKLIST, OnCheckListChange)
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ON_WM_SIZE()
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// COP_Flags message handlers
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void COP_Flags::UpdateData( int Mode, PVOID pData, bool bCanEdit )
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{
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__super::UpdateData( Mode, pData, bCanEdit );
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if(!IsWindow(m_hWnd) || !pData)
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{
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return;
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}
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CEditGameClass *pObj = (CEditGameClass*) pData;
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if (Mode == LoadFirstData)
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{
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UpdateForClass(pObj);
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}
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else if (Mode == LoadData)
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{
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MergeForClass(pObj);
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}
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CreateCheckList();
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m_CheckList.EnableWindow( m_bCanEdit ? TRUE : FALSE );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool COP_Flags::SaveData(void)
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{
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if (!IsWindow(m_hWnd))
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{
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return(false);
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}
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//
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// Apply the dialog data to all the objects being edited.
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//
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FOR_EACH_OBJ( *m_pObjectList, pos )
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{
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CMapClass *pObject = m_pObjectList->Element(pos);
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CEditGameClass *pEdit = dynamic_cast <CEditGameClass *>(pObject);
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Assert(pEdit != NULL);
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if ( pEdit != NULL )
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{
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for ( int i = 0; i < m_CheckListItems.Count(); i++ )
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{
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CheckListItem currentItem = m_CheckListItems.Element( i );
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// don't save tri-stated bit
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if ( m_CheckList.GetCheck(i) != 2 )
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{
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pEdit->SetSpawnFlag( currentItem.nItemBit, m_CheckList.GetCheck(i) ? TRUE : FALSE );
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}
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}
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}
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}
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return(true);
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}
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//-----------------------------------------------------------------------------
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// Purpose: This function is used to initialize the flag checklist.
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// It is called to place all the flags belonging to the first
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// selected object into the temporary CheckListItems vector
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//-----------------------------------------------------------------------------
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void COP_Flags::UpdateForClass(CEditGameClass* pObj)
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{
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extern GameData *pGD;
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GDclass * pClass = pGD->ClassForName(pObj->GetClassName());
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if(!IsWindow(m_hWnd))
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return;
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m_nNumSelectedObjects = 1;
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m_CheckListItems.RemoveAll();
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if(pClass)
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{
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GDinputvariable *pVar = pClass->VarForName("spawnflags");
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if (pVar)
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{
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int nItems = pVar->GetFlagCount();
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for ( int i = 0; i < nItems; i++ )
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{
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CheckListItem newItem;
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newItem.nItemBit = pVar->GetFlagMask( i );
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newItem.pszItemString = pVar->GetFlagCaption( i );
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newItem.state = pObj->GetSpawnFlag( newItem.nItemBit ) ? 1 : 0;
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m_CheckListItems.AddToTail( newItem );
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}
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}
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}
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Assert( m_CheckListItems.Count() <= 32 );
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for ( int i = 0; i < 32; i++ )
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{
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int nBitPattern = 1 << i;
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// is spawnflag for this bit set?
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if ( pObj->GetSpawnFlag(nBitPattern) )
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{
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int j;
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// then see if its allowed to be
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for ( j = 0; j < m_CheckListItems.Count(); j ++ )
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{
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int nCheckListPattern = m_CheckListItems.Element(j).nItemBit;
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if ( nCheckListPattern == nBitPattern )
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break;
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}
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// we fail to find it?
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if ( j == m_CheckListItems.Count() )
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{
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CheckListItem newItem;
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newItem.nItemBit = nBitPattern;
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newItem.pszItemString = "????";
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newItem.state = 1;
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m_CheckListItems.AddToTail( newItem );
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: This function is called to combine flags when multiple objects are selected
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// It removes flags from the CheckListItem vector that are not present in all selected objects
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//-----------------------------------------------------------------------------
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void COP_Flags::MergeForClass(CEditGameClass* pObj)
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{
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extern GameData *pGD;
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GDclass * pClass = pGD->ClassForName(pObj->GetClassName());
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if( !IsWindow(m_hWnd) )
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return;
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m_nNumSelectedObjects++;
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if( pClass )
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{
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GDinputvariable *pVar = pClass->VarForName("spawnflags");
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for ( int i = m_CheckListItems.Count() - 1; i >= 0; i-- )
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{
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bool bFound = false;
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CheckListItem currentItem = m_CheckListItems.Element( i );
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if ( pVar )
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{
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for ( int j = 0; j < pVar->GetFlagCount(); j++ )
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{
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CheckListItem newItem;
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newItem.nItemBit = pVar->GetFlagMask(j);
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newItem.pszItemString = pVar->GetFlagCaption(j);
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if ( newItem == currentItem )
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{
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bFound = true;
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int nNewState = pObj->GetSpawnFlag( newItem.nItemBit ) ? 1 : 0;
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if ( currentItem.state != nNewState )
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{
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m_CheckListItems.Element( i ).state = 2;
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}
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break;
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}
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}
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}
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if ( !bFound )
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{
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m_CheckListItems.FastRemove( i );
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}
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}
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}
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Assert( m_CheckListItems.Count() <= 32 );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Creates the checklist by stepping through the CheckListItems vector that
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// was created during Update/MergeForClass
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//-----------------------------------------------------------------------------
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void COP_Flags::CreateCheckList()
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{
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m_CheckList.ResetContent();
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if ( m_nNumSelectedObjects > 1 )
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{
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m_CheckList.SetCheckStyle(BS_AUTO3STATE);
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}
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for ( int i = 0; i < m_CheckListItems.Count(); i++ )
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{
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CheckListItem newItem = m_CheckListItems.Element(i);
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m_CheckList.InsertString(i, newItem.pszItemString);
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m_CheckList.SetCheck(i, newItem.state);
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}
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}
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void COP_Flags::OnUpdateSpawnFlags( unsigned long value )
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{
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for ( int i=0; i < m_CheckListItems.Count(); i++ )
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{
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CheckListItem &item = m_CheckListItems[i];
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m_CheckList.SetCheck( i, (value & item.nItemBit) != 0 );
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}
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}
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BOOL COP_Flags::OnInitDialog()
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{
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CObjectPage::OnInitDialog();
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m_nNumSelectedObjects = 0;
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// Subclass checklistbox
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m_CheckList.SubclassDlgItem(IDC_CHECKLIST, this);
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m_CheckList.SetCheckStyle(BS_AUTOCHECKBOX);
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m_CheckList.ResetContent();
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CAnchorDef anchorDefs[] =
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{
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CAnchorDef( IDC_CHECKLIST, k_eSimpleAnchorAllSides )
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};
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m_AnchorMgr.Init( GetSafeHwnd(), anchorDefs, ARRAYSIZE( anchorDefs ) );
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return TRUE;
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}
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void COP_Flags::OnCheckListChange()
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{
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if ( !m_pEntityPage )
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return;
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unsigned long bitsSet = 0;
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unsigned long triStateMask = 0;
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// This is just like SaveData.. collect the state of all the checks.
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for ( int i = 0; i < m_CheckListItems.Count(); i++ )
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{
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CheckListItem currentItem = m_CheckListItems.Element( i );
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// If multiple of the selected entities have a different value for this flag,
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// note that. The entity page will use triStateMask to denote flags that
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// it should leave alone.
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if ( m_CheckList.GetCheck(i) == 2 )
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triStateMask |= currentItem.nItemBit;
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else if ( m_CheckList.GetCheck( i ) )
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bitsSet |= currentItem.nItemBit;
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}
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m_pEntityPage->OnUpdateSpawnFlags( triStateMask, bitsSet );
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}
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void COP_Flags::OnSize( UINT nType, int cx, int cy )
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{
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m_AnchorMgr.OnSize();
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}
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