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https://github.com/electronicarts/CnC_Renegade.git
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Initial commit of Command & Conquer Renegade source code.
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256
Code/Commando/DlgPasswordPrompt.cpp
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256
Code/Commando/DlgPasswordPrompt.cpp
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/******************************************************************************
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*
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* FILE
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* $Archive: /Commando/Code/Commando/DlgPasswordPrompt.cpp $
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*
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* DESCRIPTION
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* General purpose password entry dialog for joining a game.
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*
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* PROGRAMMER
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* Denzil E. Long, Jr.
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* $Author: Denzil_l $
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*
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* VERSION INFO
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* $Revision: 3 $
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* $Modtime: 11/29/01 9:19p $
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*
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******************************************************************************/
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#include "DlgPasswordPrompt.h"
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#include <WWUI\EditCtrl.h>
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/******************************************************************************
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*
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* NAME
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* DlgPasswordPrompt::DoDialog
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*
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* DESCRIPTION
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* Create a dialog to prompt the user to enter a password.
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*
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* INPUTS
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* Target - Target to receive signal that a password was entered.
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*
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* RESULT
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* True if dialog created successfully.
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*
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******************************************************************************/
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bool DlgPasswordPrompt::DoDialog(Signaler<DlgPasswordPrompt>* target)
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{
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DlgPasswordPrompt* dialog = new DlgPasswordPrompt;
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if (dialog)
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{
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dialog->Start_Dialog();
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if (target)
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{
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dialog->SignalMe(*target);
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}
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dialog->Release_Ref();
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}
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return (dialog != NULL);
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}
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/******************************************************************************
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*
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* NAME
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* DlgPasswordPrompt::DlgPasswordPrompt
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*
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* DESCRIPTION
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* Constructor
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*
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* INPUTS
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* NONE
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*
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* RESULT
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* NONE
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*
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******************************************************************************/
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DlgPasswordPrompt::DlgPasswordPrompt() :
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PopupDialogClass(IDD_MP_JOIN_PASSWORD)
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{
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WWDEBUG_SAY(("DlgPasswordPrompt Instantiated\n"));
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}
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/******************************************************************************
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*
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* NAME
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* DlgPasswordPrompt::~DlgPasswordPrompt
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*
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* DESCRIPTION
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* Destructor
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*
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* INPUTS
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* NONE
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*
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* RESULT
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* NONE
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*
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******************************************************************************/
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DlgPasswordPrompt::~DlgPasswordPrompt()
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{
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WWDEBUG_SAY(("DlgPasswordPrompt Destroyed\n"));
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}
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/******************************************************************************
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*
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* NAME
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* DlgPasswordPrompt::GetPassword
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*
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* DESCRIPTION
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* Retrieve the password entered by the user.
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*
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* INPUTS
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* NONE
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*
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* RESULT
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* Password - Pointer to password string.
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*
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******************************************************************************/
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const WCHAR* DlgPasswordPrompt::GetPassword(void) const
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{
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return Get_Dlg_Item_Text(IDC_PASSWORD_EDIT);
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}
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/******************************************************************************
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*
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* NAME
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* DlgPasswordPrompt::On_Init_Dialog
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*
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* DESCRIPTION
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* One time dialog initialization.
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*
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* INPUTS
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* NONE
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*
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* RESULT
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* NONE
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*
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******************************************************************************/
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void DlgPasswordPrompt::On_Init_Dialog(void)
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{
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// Disable the join button until the user enters text.
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Enable_Dlg_Item(IDC_JOIN_GAME_BUTTON, false);
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EditCtrlClass* edit = (EditCtrlClass*)Get_Dlg_Item(IDC_PASSWORD_EDIT);
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if (edit)
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{
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edit->Set_Focus();
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}
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PopupDialogClass::On_Init_Dialog();
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}
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/******************************************************************************
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*
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* NAME
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* DlgPasswordPrompt::On_Command
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*
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* DESCRIPTION
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* Handle command messages from dialog controls.
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*
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* INPUTS
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* CtrlID - ID of control sending command.
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* Message - Message identifier.
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* Param - Message parameter
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*
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* RESULT
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* NONE
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*
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******************************************************************************/
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void DlgPasswordPrompt::On_Command(int ctrlID, int message, DWORD param)
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{
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if (IDC_JOIN_GAME_BUTTON == ctrlID)
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{
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Signaler<DlgPasswordPrompt>::SendSignal(*this);
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End_Dialog();
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}
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PopupDialogClass::On_Command(ctrlID, message, param);
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}
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/******************************************************************************
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*
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* NAME
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* DlgPasswordPrompt::On_EditCtrl_Change
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*
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* DESCRIPTION
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* Handle notification that the contents of the edit control has changed.
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*
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* INPUTS
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* Edit - Pointer to edit control whose contents has changed.
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* ID - Identifier of control.
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*
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* RESULT
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* NONE
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*
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******************************************************************************/
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void DlgPasswordPrompt::On_EditCtrl_Change(EditCtrlClass* edit, int id)
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{
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if (IDC_PASSWORD_EDIT == id)
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{
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const WCHAR* text = edit->Get_Text();
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bool enableJoin = (text && (wcslen(text) > 0));
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Enable_Dlg_Item(IDC_JOIN_GAME_BUTTON, enableJoin);
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}
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}
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/******************************************************************************
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*
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* NAME
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* DlgPasswordPrompt::On_EditCtrl_Enter_Pressed
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*
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* DESCRIPTION
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* Handle notification that the enter key was pressed in an edit control.
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*
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* INPUTS
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* Edit - Pointer to edit control whose contents has changed.
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* ID - Identifier of control.
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*
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* RESULT
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* NONE
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*
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******************************************************************************/
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void DlgPasswordPrompt::On_EditCtrl_Enter_Pressed(EditCtrlClass* edit, int id)
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{
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if ((IDC_PASSWORD_EDIT == id) && Is_Dlg_Item_Enabled(IDC_JOIN_GAME_BUTTON))
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{
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On_Command(IDC_JOIN_GAME_BUTTON, 0, 0);
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}
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}
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