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Initial commit of Command & Conquer Renegade source code.
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95
Code/Tools/LevelEdit/LightSolveOptionsDialog.cpp
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95
Code/Tools/LevelEdit/LightSolveOptionsDialog.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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// LightSolveOptionsDialog.cpp : implementation file
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//
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#include "stdafx.h"
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#include "leveledit.h"
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#include "sceneeditor.h"
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#include "utils.h"
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#include "lightsolveoptionsdialog.h"
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#include "lightsolveprogressdialog.h"
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#include "phys.h"
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#include "rendobj.h"
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#include "lightsolvecontext.h"
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#include "pscene.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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// LightSolveOptionsDialogClass dialog
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LightSolveOptionsDialogClass::LightSolveOptionsDialogClass(CWnd* pParent /*=NULL*/)
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: CDialog(LightSolveOptionsDialogClass::IDD, pParent)
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{
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//{{AFX_DATA_INIT(LightSolveOptionsDialogClass)
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// NOTE: the ClassWizard will add member initialization here
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//}}AFX_DATA_INIT
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}
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void LightSolveOptionsDialogClass::DoDataExchange(CDataExchange* pDX)
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{
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CDialog::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(LightSolveOptionsDialogClass)
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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(LightSolveOptionsDialogClass, CDialog)
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//{{AFX_MSG_MAP(LightSolveOptionsDialogClass)
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// LightSolveOptionsDialogClass message handlers
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BOOL LightSolveOptionsDialogClass::OnInitDialog()
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{
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CDialog::OnInitDialog();
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return TRUE;
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}
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void LightSolveOptionsDialogClass::OnOK()
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{
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LightSolveContextClass context;
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SceneEditorClass *scene = ::Get_Scene_Editor ();
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//
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// Setup the solve options
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//
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context.Enable_Occlusion(SendDlgItemMessage(IDC_LIGHT_SOLVE_OCCLUSION,BM_GETCHECK));
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context.Enable_Filtering(SendDlgItemMessage(IDC_LIGHT_SOLVE_FILTERING,BM_GETCHECK));
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//
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// Run the solve
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//
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LightSolveProgressDialog::Solve(context,this);
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CDialog::OnOK ();
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return ;
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}
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