Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
// syncfrommirror.cpp : Defines the class behaviors for the application.
//
#include "stdafx.h"
#include "syncfrommirror.h"
#include "syncfrommirrorDlg.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__; #endif
/////////////////////////////////////////////////////////////////////////////
// CSyncfrommirrorApp
BEGIN_MESSAGE_MAP(CSyncfrommirrorApp, CWinApp) //{{AFX_MSG_MAP(CSyncfrommirrorApp)
//}}AFX_MSG
ON_COMMAND(ID_HELP, CWinApp::OnHelp) END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CSyncfrommirrorApp construction
CSyncfrommirrorApp::CSyncfrommirrorApp() { }
/////////////////////////////////////////////////////////////////////////////
// The one and only CSyncfrommirrorApp object
CSyncfrommirrorApp theApp;
/////////////////////////////////////////////////////////////////////////////
// CSyncfrommirrorApp initialization
BOOL CSyncfrommirrorApp::InitInstance() { // Standard initialization
#ifdef _AFXDLL
Enable3dControls(); // Call this when using MFC in a shared DLL
#else
Enable3dControlsStatic(); // Call this when linking to MFC statically
#endif
AfxInitRichEdit(); SetRegistryKey( "Valve" );
CSyncfrommirrorDlg dlg; m_pMainWnd = &dlg; int nResponse = dlg.DoModal(); if (nResponse == IDOK) { } else if (nResponse == IDCANCEL) { }
// Since the dialog has been closed, return FALSE so that we exit the
// application, rather than start the application's message pump.
return FALSE; }
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