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// DiabloUI.cpp : Defines the entry point for the DLL application.
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//
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#include "stdafx.h"
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#include "DiabloUI.h"
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BOOL APIENTRY DllMain( HANDLE hModule,
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DWORD ul_reason_for_call,
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LPVOID lpReserved
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)
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{
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switch (ul_reason_for_call)
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{
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case DLL_PROCESS_ATTACH:
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case DLL_THREAD_ATTACH:
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case DLL_THREAD_DETACH:
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case DLL_PROCESS_DETACH:
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break;
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}
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return TRUE;
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}
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// This is an example of an exported variable
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DIABLOUI_API int nDiabloUI=0;
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// This is an example of an exported function.
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DIABLOUI_API int fnDiabloUI(void)
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{
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return 42;
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}
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// This is the constructor of a class that has been exported.
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// see DiabloUI.h for the class definition
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CDiabloUI::CDiabloUI()
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{
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return;
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}
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struct _SNETPROGRAMDATA {
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int a1;
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};
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struct _SNETPLAYERDATA {
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int a1;
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};
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struct _SNETUIDATA {
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int a1;
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};
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struct _SNETVERSIONDATA {
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int a1;
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};
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struct _uiheroinfo {
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int a1;
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};
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void __cdecl UiDestroy() { return; }
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void __stdcall UiTitleDialog(int a1) { return; }
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void __cdecl UiInitialize() { return; }
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void __stdcall UiCopyProtError(int a1) { return; }
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void __stdcall UiAppActivate(int a1) { return; }
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int __stdcall UiValidPlayerName(char *a1) { return 0; }
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int __stdcall UiSelHeroMultDialog(void *fninfo, void *fncreate, void *fnremove, void *fnstats, int *a5, int *a6, char *name) { return 0; }
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int __stdcall UiSelHeroSingDialog(void *fninfo, void *fncreate, void *fnremove, void *fnstats, int *a5, char *name, int *difficulty) { return 0; }
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void __stdcall UiCreditsDialog(int a1) { return; }
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int __stdcall UiMainMenuDialog(char *name, int *a2, void *fnSound, int a4) { return 0; }
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int __stdcall UiProgressDialog(HWND window, char *msg, int a3, void *fnfunc, int a5) { return 0; }
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int __cdecl UiProfileGetString() { return 0; }
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void __cdecl UiProfileCallback() { return; }
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void __cdecl UiProfileDraw() { return; }
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void __cdecl UiCategoryCallback() { return; }
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void __cdecl UiGetDataCallback() { return; }
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void __cdecl UiAuthCallback() { return; }
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void __cdecl UiSoundCallback() { return; }
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void __cdecl UiMessageBoxCallback() { return; }
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void __cdecl UiDrawDescCallback() { return; }
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void __cdecl UiCreateGameCallback() { return; }
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void __cdecl UiArtCallback() { return; }
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int __stdcall UiSelectGame(int a1, _SNETPROGRAMDATA *client_info, _SNETPLAYERDATA *user_info, _SNETUIDATA *ui_info, _SNETVERSIONDATA *file_info, int *a6) { return 0; }
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int __stdcall UiSelectProvider(int a1, _SNETPROGRAMDATA *client_info, _SNETPLAYERDATA *user_info, _SNETUIDATA *ui_info, _SNETVERSIONDATA *file_info, int *type) { return 0; }
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int __stdcall UiCreatePlayerDescription(_uiheroinfo *info, int mode, char *desc) { return 0; }
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int __stdcall UiSetupPlayerInfo(char *str, _uiheroinfo *info, int mode) { return 0; }
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# Microsoft Developer Studio Project File - Name="DiabloUI" - Package Owner=<4>
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# Microsoft Developer Studio Generated Build File, Format Version 6.00
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# ** DO NOT EDIT **
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# TARGTYPE "Win32 (x86) Dynamic-Link Library" 0x0102
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CFG=DiabloUI - Win32 Debug
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!MESSAGE This is not a valid makefile. To build this project using NMAKE,
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!MESSAGE use the Export Makefile command and run
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!MESSAGE
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!MESSAGE NMAKE /f "DiabloUI.mak".
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!MESSAGE
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!MESSAGE You can specify a configuration when running NMAKE
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!MESSAGE by defining the macro CFG on the command line. For example:
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!MESSAGE
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!MESSAGE NMAKE /f "DiabloUI.mak" CFG="DiabloUI - Win32 Debug"
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!MESSAGE
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!MESSAGE Possible choices for configuration are:
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!MESSAGE
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!MESSAGE "DiabloUI - Win32 Release" (based on "Win32 (x86) Dynamic-Link Library")
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!MESSAGE "DiabloUI - Win32 Debug" (based on "Win32 (x86) Dynamic-Link Library")
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!MESSAGE
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# Begin Project
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# PROP AllowPerConfigDependencies 0
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# PROP Scc_ProjName ""
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# PROP Scc_LocalPath ""
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CPP=cl.exe
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MTL=midl.exe
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RSC=rc.exe
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!IF "$(CFG)" == "DiabloUI - Win32 Release"
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# PROP BASE Use_MFC 0
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# PROP BASE Use_Debug_Libraries 0
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# PROP BASE Output_Dir "WinRel"
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# PROP BASE Intermediate_Dir "WinRel"
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# PROP BASE Target_Dir ""
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# PROP Use_MFC 0
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# PROP Use_Debug_Libraries 0
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# PROP Output_Dir "WinRel"
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# PROP Intermediate_Dir "WinRel"
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# PROP Target_Dir ""
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# ADD BASE CPP /nologo /MT /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "DIABLOUI_EXPORTS" /Yu"stdafx.h" /FD /c
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# ADD CPP /nologo /MT /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "DIABLOUI_EXPORTS" /Yu"stdafx.h" /FD /c
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# ADD BASE MTL /nologo /D "NDEBUG" /mktyplib203 /win32
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# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
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# ADD BASE RSC /l 0x409 /d "NDEBUG"
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# ADD RSC /l 0x409 /d "NDEBUG"
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BSC32=bscmake.exe
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# ADD BASE BSC32 /nologo
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# ADD BSC32 /nologo
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LINK32=link.exe
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# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /dll /machine:I386
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# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /dll /machine:I386 /def:"diabloui.def"
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!ELSEIF "$(CFG)" == "DiabloUI - Win32 Debug"
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# PROP BASE Use_MFC 0
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# PROP BASE Use_Debug_Libraries 1
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# PROP BASE Output_Dir "WinDebug"
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# PROP BASE Intermediate_Dir "WinDebug"
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# PROP BASE Target_Dir ""
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# PROP Use_MFC 0
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# PROP Use_Debug_Libraries 1
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# PROP Output_Dir "WinDebug"
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# PROP Intermediate_Dir "WinDebug"
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# PROP Ignore_Export_Lib 0
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# PROP Target_Dir ""
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# ADD BASE CPP /nologo /MTd /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "DIABLOUI_EXPORTS" /Yu"stdafx.h" /FD /GZ /c
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# ADD CPP /nologo /MTd /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "DIABLOUI_EXPORTS" /Yu"stdafx.h" /FD /GZ /c
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# ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /win32
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# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
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# ADD BASE RSC /l 0x409 /d "_DEBUG"
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# ADD RSC /l 0x409 /d "_DEBUG"
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BSC32=bscmake.exe
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# ADD BASE BSC32 /nologo
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# ADD BSC32 /nologo
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LINK32=link.exe
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# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /dll /debug /machine:I386 /pdbtype:sept
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# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /dll /debug /machine:I386 /def:"diabloui.def" /pdbtype:sept
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# SUBTRACT LINK32 /pdb:none
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!ENDIF
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# Begin Target
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# Name "DiabloUI - Win32 Release"
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# Name "DiabloUI - Win32 Debug"
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||||||
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# Begin Group "Source Files"
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||||||
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||||||
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# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
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# Begin Source File
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SOURCE=.\DiabloUI.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\StdAfx.cpp
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# ADD CPP /Yc"stdafx.h"
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# End Source File
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# End Group
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# Begin Group "Header Files"
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||||||
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# PROP Default_Filter "h;hpp;hxx;hm;inl"
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# Begin Source File
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SOURCE=.\DiabloUI.h
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# End Source File
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# Begin Source File
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SOURCE=.\StdAfx.h
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# End Source File
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||||||
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# End Group
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||||||
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# Begin Group "Resource Files"
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||||||
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# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe"
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||||||
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# End Group
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||||||
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# Begin Source File
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SOURCE=.\ReadMe.txt
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# End Source File
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||||||
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# End Target
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||||||
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# End Project
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// The following ifdef block is the standard way of creating macros which make exporting
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// from a DLL simpler. All files within this DLL are compiled with the DIABLOUI_EXPORTS
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// symbol defined on the command line. this symbol should not be defined on any project
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// that uses this DLL. This way any other project whose source files include this file see
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// DIABLOUI_API functions as being imported from a DLL, wheras this DLL sees symbols
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// defined with this macro as being exported.
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#ifdef DIABLOUI_EXPORTS
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#define DIABLOUI_API __declspec(dllexport)
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#else
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#define DIABLOUI_API __declspec(dllimport)
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#endif
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// This class is exported from the DiabloUI.dll
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class DIABLOUI_API CDiabloUI {
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public:
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CDiabloUI(void);
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// TODO: add your methods here.
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};
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extern DIABLOUI_API int nDiabloUI;
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DIABLOUI_API int fnDiabloUI(void);
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// stdafx.cpp : source file that includes just the standard includes
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// DiabloUI.pch will be the pre-compiled header
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// stdafx.obj will contain the pre-compiled type information
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#include "stdafx.h"
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// TODO: reference any additional headers you need in STDAFX.H
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// and not in this file
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// stdafx.h : include file for standard system include files,
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// or project specific include files that are used frequently, but
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// are changed infrequently
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//
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||||||
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#if !defined(AFX_STDAFX_H__00D95503_7CAF_44D4_9FCA_8D0EC8F2FF23__INCLUDED_)
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#define AFX_STDAFX_H__00D95503_7CAF_44D4_9FCA_8D0EC8F2FF23__INCLUDED_
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#if _MSC_VER > 1000
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#pragma once
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||||||
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#endif // _MSC_VER > 1000
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||||||
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||||||
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// Insert your headers here
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||||||
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#define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers
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||||||
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#include <windows.h>
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// TODO: reference additional headers your program requires here
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//{{AFX_INSERT_LOCATION}}
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||||||
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// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
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#endif // !defined(AFX_STDAFX_H__00D95503_7CAF_44D4_9FCA_8D0EC8F2FF23__INCLUDED_)
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/*
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* Diablo(TM)
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*
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* Copyright (C) 1996 Blizzard Entertainment
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* All Rights Reserved.
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*
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* DiabloUI.h
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* definitions for DiabloUI
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||||||
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*/
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||||||
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||||||
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void __cdecl UiDestroy(); // { return; }
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||||||
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void __stdcall UiTitleDialog(int a1); // { return; }
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||||||
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void __cdecl UiInitialize(); // { return; }
|
||||||
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void __stdcall UiCopyProtError(int a1); // { return; }
|
||||||
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void __stdcall UiAppActivate(int a1); // { return; }
|
||||||
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int __stdcall UiValidPlayerName(char *a1); // { return 0; }
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||||||
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int __stdcall UiSelHeroMultDialog(void *fninfo, void *fncreate, void *fnremove, void *fnstats, int *a5, int *a6, char *name); // { return 0; }
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||||||
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int __stdcall UiSelHeroSingDialog(void *fninfo, void *fncreate, void *fnremove, void *fnstats, int *a5, char *name, int *difficulty); // { return 0; }
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||||||
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void __stdcall UiCreditsDialog(int a1); // { return; }
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||||||
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int __stdcall UiMainMenuDialog(char *name, int *a2, void *fnSound, int a4); // { return 0; }
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||||||
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int __stdcall UiProgressDialog(HWND window, char *msg, int a3, void *fnfunc, int a5); // { return 0; }
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||||||
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int __cdecl UiProfileGetString(); // { return; }
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||||||
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void __cdecl UiProfileCallback(); // { return; }
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||||||
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void __cdecl UiProfileDraw(); // { return; }
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||||||
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void __cdecl UiCategoryCallback(); // { return; }
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||||||
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void __cdecl UiGetDataCallback(); // { return; }
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||||||
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void __cdecl UiAuthCallback(); // { return; }
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||||||
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void __cdecl UiSoundCallback(); // { return; }
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||||||
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void __cdecl UiMessageBoxCallback(); // { return; }
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||||||
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void __cdecl UiDrawDescCallback(); // { return; }
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||||||
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void __cdecl UiCreateGameCallback(); // { return; }
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||||||
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void __cdecl UiArtCallback(); // { return; }
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||||||
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int __stdcall UiSelectGame(int a1, _SNETPROGRAMDATA *client_info, _SNETPLAYERDATA *user_info, _SNETUIDATA *ui_info, _SNETVERSIONDATA *file_info, int *a6); // { return 0; }
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||||||
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int __stdcall UiSelectProvider(int a1, _SNETPROGRAMDATA *client_info, _SNETPLAYERDATA *user_info, _SNETUIDATA *ui_info, _SNETVERSIONDATA *file_info, int *type); // { return 0; }
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||||||
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int __stdcall UiCreatePlayerDescription(_uiheroinfo *info, int mode, char *desc); // { return 0; }
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||||||
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int __stdcall UiSetupPlayerInfo(char *str, _uiheroinfo *info, int mode); // { return 0; }
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@ -0,0 +1,29 @@
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LIBRARY "DiabloUI"
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EXPORTS
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UiDestroy
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||||||
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UiTitleDialog
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||||||
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UiInitialize
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UiCopyProtError
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UiAppActivate
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UiValidPlayerName
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UiSelHeroMultDialog
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UiSelHeroSingDialog
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||||||
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UiCreditsDialog
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UiMainMenuDialog
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UiProgressDialog
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UiProfileGetString
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UiProfileCallback
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UiProfileDraw
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UiCategoryCallback
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UiGetDataCallback
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UiAuthCallback
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||||||
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UiSoundCallback
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UiMessageBoxCallback
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UiDrawDescCallback
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UiCreateGameCallback
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UiArtCallback
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UiSelectGame
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||||||
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UiSelectProvider
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||||||
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UiCreatePlayerDescription
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||||||
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UiSetupPlayerInfo
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