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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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266
Code/Tools/LevelEdit/ConversationEditorMgr.cpp
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266
Code/Tools/LevelEdit/ConversationEditorMgr.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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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : LevelEdit *
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* *
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* $Archive:: /Commando/Code/Tools/LevelEdit/ConversationEditorMgr.cpp $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 1/23/02 1:12p $*
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* *
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* $Revision:: 4 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "stdafx.h"
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#include "conversationeditormgr.h"
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#include "filelocations.h"
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#include "filemgr.h"
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#include "assetdatabase.h"
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#include "chunkio.h"
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#include "rawfile.h"
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#include "saveload.h"
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#include "translatedb.h"
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#include "conversationmgr.h"
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#include "conversationpage.h"
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#include "utils.h"
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/////////////////////////////////////////////////////////////////////////
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//
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// Create_Database_If_Necessary
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//
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/////////////////////////////////////////////////////////////////////////
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void
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ConversationEditorMgrClass::Create_Database_If_Necessary (void)
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{
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FileMgrClass *file_mgr = ::Get_File_Mgr ();
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AssetDatabaseClass &asset_db = file_mgr->Get_Database_Interface ();
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//
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// Determine where the file should exist locally
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//
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CString filename = ::Get_File_Mgr ()->Make_Full_Path (CONV_DB_PATH);
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//
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// Check to see if the file exists in VSS
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//
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if (asset_db.Does_File_Exist (filename) == false) {
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//
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// Save a copy of the database to disk and add it to VSS
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//
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Save_Global_Database ();
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asset_db.Add_File (filename);
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} else {
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//
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// The file exists in VSS, so update our local copy
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//
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Get_Latest_Version ();
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}
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return ;
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}
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/////////////////////////////////////////////////////////////////////////
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//
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// Save_Global_Database
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//
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/////////////////////////////////////////////////////////////////////////
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void
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ConversationEditorMgrClass::Save_Global_Database (void)
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{
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CString filename = ::Get_File_Mgr ()->Make_Full_Path (CONV_DB_PATH);
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//
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// Create the file
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//
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HANDLE file = ::CreateFile (filename, GENERIC_WRITE, 0, NULL, CREATE_ALWAYS,
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0L, NULL);
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ASSERT (file != INVALID_HANDLE_VALUE);
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if (file != INVALID_HANDLE_VALUE) {
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RawFileClass file_obj;
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file_obj.Attach (file);
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ChunkSaveClass chunk_save (&file_obj);
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//
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// Save the conversation database subsystem
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//
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_ConversationMgrSaveLoad.Set_Category_To_Save (ConversationMgrClass::CATEGORY_GLOBAL);
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SaveLoadSystemClass::Save (chunk_save, _ConversationMgrSaveLoad);
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}
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return ;
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}
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/////////////////////////////////////////////////////////////////////////
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//
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// Load_Global_Database
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//
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/////////////////////////////////////////////////////////////////////////
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void
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ConversationEditorMgrClass::Load_Global_Database (void)
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{
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CString filename = ::Get_File_Mgr ()->Make_Full_Path (CONV_DB_PATH);
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//
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// Open the file
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//
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HANDLE file = ::CreateFile (filename, GENERIC_READ, FILE_SHARE_READ, NULL,
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OPEN_EXISTING, 0L, NULL);
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ASSERT (file != INVALID_HANDLE_VALUE);
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if (file != INVALID_HANDLE_VALUE) {
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RawFileClass file_obj;
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file_obj.Attach (file);
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ChunkLoadClass chunk_load (&file_obj);
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//
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// Let the save/load system handle the laod
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//
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SaveLoadSystemClass::Load (chunk_load);
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//
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// Update the UI
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//
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ConversationPageClass *conversation_form = ::Get_Conversation_Form ();
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if (conversation_form) {
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conversation_form->Reload_Data ();
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}
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}
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return ;
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}
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/////////////////////////////////////////////////////////////////////////
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//
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// Get_Latest_Version
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//
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/////////////////////////////////////////////////////////////////////////
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bool
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ConversationEditorMgrClass::Get_Latest_Version (void)
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{
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FileMgrClass *file_mgr = ::Get_File_Mgr ();
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AssetDatabaseClass &asset_db = file_mgr->Get_Database_Interface ();
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//
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// Determine where the file should exist locally
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//
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CString filename = ::Get_File_Mgr ()->Make_Full_Path (CONV_DB_PATH);
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//
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// Ask VSS to get the latest version of the file for us
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//
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return asset_db.Get (filename);
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}
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/////////////////////////////////////////////////////////////////////////
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//
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// Check_Out
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//
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/////////////////////////////////////////////////////////////////////////
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bool
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ConversationEditorMgrClass::Check_Out (void)
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{
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FileMgrClass *file_mgr = ::Get_File_Mgr ();
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AssetDatabaseClass &asset_db = file_mgr->Get_Database_Interface ();
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//
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// Determine where the file should exist locally
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//
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CString filename = ::Get_File_Mgr ()->Make_Full_Path (CONV_DB_PATH);
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bool retval = true;
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if (asset_db.Does_File_Exist (filename)) {
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//
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// Ask VSS to check out the file to us
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//
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retval = asset_db.Check_Out_Ex (filename, ::AfxGetMainWnd ()->m_hWnd);
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}
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return retval;
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}
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/////////////////////////////////////////////////////////////////////////
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//
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// Check_In
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//
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/////////////////////////////////////////////////////////////////////////
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bool
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ConversationEditorMgrClass::Check_In (void)
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{
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FileMgrClass *file_mgr = ::Get_File_Mgr ();
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AssetDatabaseClass &asset_db = file_mgr->Get_Database_Interface ();
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//
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// Determine where the file should exist locally
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//
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CString filename = ::Get_File_Mgr ()->Make_Full_Path (CONV_DB_PATH);
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//
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// Ask VSS to check in the file for us
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//
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return asset_db.Check_In_Ex (filename, ::AfxGetMainWnd ()->m_hWnd);
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}
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/////////////////////////////////////////////////////////////////////////
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//
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// Undo_Check_Out
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//
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/////////////////////////////////////////////////////////////////////////
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bool
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ConversationEditorMgrClass::Undo_Check_Out (void)
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{
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FileMgrClass *file_mgr = ::Get_File_Mgr ();
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AssetDatabaseClass &asset_db = file_mgr->Get_Database_Interface ();
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bool retval = false;
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//
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// Determine where the file should exist locally
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//
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CString filename = ::Get_File_Mgr ()->Make_Full_Path (CONV_DB_PATH);
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//
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// We only undo the checkout if its checked out to us
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//
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if (asset_db.Get_File_Status (filename) == AssetDatabaseClass::CHECKED_OUT_TO_ME) {
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retval = asset_db.Undo_Check_Out (filename);
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}
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return retval;
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}
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