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https://github.com/AxioDL/PrimeWorldEditor.git
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CCollisionRenderSettingsDialog: Make use of Qt 5 signals and slots
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c204ff3121
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@ -11,20 +11,20 @@ CCollisionRenderSettingsDialog::CCollisionRenderSettingsDialog(CWorldEditor *pEd
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mpUi->setupUi(this);
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mpUi->setupUi(this);
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SetupWidgets();
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SetupWidgets();
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connect(gpEdApp, SIGNAL(ActiveProjectChanged(CGameProject*)), this, SLOT(SetupWidgets()));
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connect(gpEdApp, &CEditorApplication::ActiveProjectChanged, this, &CCollisionRenderSettingsDialog::SetupWidgets);
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connect(mpUi->HideMaskLineEdit, SIGNAL(textChanged(QString)), this, SLOT(OnHideMaskChanged(QString)));
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connect(mpUi->HideMaskLineEdit, &QLineEdit::textChanged, this, &CCollisionRenderSettingsDialog::OnHideMaskChanged);
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connect(mpUi->HighlightMaskLineEdit, SIGNAL(textChanged(QString)), this, SLOT(OnHighlightMaskChanged(QString)));
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connect(mpUi->HighlightMaskLineEdit, &QLineEdit::textChanged, this, &CCollisionRenderSettingsDialog::OnHighlightMaskChanged);
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connect(mpUi->WireframeCheckBox, SIGNAL(toggled(bool)), this, SLOT(OnWireframeToggled(bool)));
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connect(mpUi->WireframeCheckBox, &QCheckBox::toggled, this, &CCollisionRenderSettingsDialog::OnWireframeToggled);
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connect(mpUi->SurfaceTypeCheckBox, SIGNAL(toggled(bool)), this, SLOT(OnSurfaceTypeToggled(bool)));
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connect(mpUi->SurfaceTypeCheckBox, &QCheckBox::toggled, this, &CCollisionRenderSettingsDialog::OnSurfaceTypeToggled);
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connect(mpUi->StandableTrisCheckBox, SIGNAL(toggled(bool)), this, SLOT(OnStandableTrisToggled(bool)));
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connect(mpUi->StandableTrisCheckBox, &QCheckBox::toggled, this, &CCollisionRenderSettingsDialog::OnStandableTrisToggled);
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connect(mpUi->AreaBoundsCheckBox, SIGNAL(toggled(bool)), this, SLOT(OnAreaBoundsToggled(bool)));
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connect(mpUi->AreaBoundsCheckBox, &QCheckBox::toggled, this, &CCollisionRenderSettingsDialog::OnAreaBoundsToggled);
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connect(mpUi->BackfacesCheckBox, SIGNAL(toggled(bool)), this, SLOT(OnBackfacesToggled(bool)));
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connect(mpUi->BackfacesCheckBox, &QCheckBox::toggled, this, &CCollisionRenderSettingsDialog::OnBackfacesToggled);
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connect(mpUi->HideShootThruCheckBox, SIGNAL(toggled(bool)), this, SLOT(OnHideCheckboxesToggled()));
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connect(mpUi->HideShootThruCheckBox, &QCheckBox::toggled, this, &CCollisionRenderSettingsDialog::OnHideCheckboxesToggled);
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connect(mpUi->HideCameraThruCheckBox, SIGNAL(toggled(bool)), this, SLOT(OnHideCheckboxesToggled()));
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connect(mpUi->HideCameraThruCheckBox, &QCheckBox::toggled, this, &CCollisionRenderSettingsDialog::OnHideCheckboxesToggled);
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connect(mpUi->HideScanThruCheckBox, SIGNAL(toggled(bool)), this, SLOT(OnHideCheckboxesToggled()));
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connect(mpUi->HideScanThruCheckBox, &QCheckBox::toggled, this, &CCollisionRenderSettingsDialog::OnHideCheckboxesToggled);
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connect(mpUi->HideAiWalkThruCheckBox, SIGNAL(toggled(bool)), this, SLOT(OnHideCheckboxesToggled()));
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connect(mpUi->HideAiWalkThruCheckBox, &QCheckBox::toggled, this, &CCollisionRenderSettingsDialog::OnHideCheckboxesToggled);
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connect(mpUi->HideAiBlockCheckBox, SIGNAL(toggled(bool)), this, SLOT(OnHideCheckboxesToggled()));
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connect(mpUi->HideAiBlockCheckBox, &QCheckBox::toggled, this, &CCollisionRenderSettingsDialog::OnHideCheckboxesToggled);
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}
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}
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CCollisionRenderSettingsDialog::~CCollisionRenderSettingsDialog() = default;
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CCollisionRenderSettingsDialog::~CCollisionRenderSettingsDialog() = default;
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