Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
// MainFrm.h : interface of the CMainFrame class
//
/////////////////////////////////////////////////////////////////////////////
#if !defined(AFX_MAINFRM_H__66B5DA3F_6D29_46CA_81AA_4A27A938BD44__INCLUDED_)
#define AFX_MAINFRM_H__66B5DA3F_6D29_46CA_81AA_4A27A938BD44__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
class CMainFrame : public CFrameWnd { protected: // create from serialization only
CMainFrame(); DECLARE_DYNCREATE(CMainFrame) CSplitterWnd m_wndSplitter;
// Attributes
public:
// Operations
public:
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CMainFrame)
public: virtual BOOL PreCreateWindow(CREATESTRUCT& cs); protected: virtual BOOL OnCreateClient(LPCREATESTRUCT lpcs, CCreateContext* pContext); //}}AFX_VIRTUAL
// Implementation
public: virtual ~CMainFrame(); #ifdef _DEBUG
virtual void AssertValid() const; virtual void Dump(CDumpContext& dc) const; #endif
protected: // control bar embedded members
CStatusBar m_wndStatusBar; CToolBar m_wndToolBar;
// Generated message map functions
protected: //{{AFX_MSG(CMainFrame)
afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct); // NOTE - the ClassWizard will add and remove member functions here.
// DO NOT EDIT what you see in these blocks of generated code!
//}}AFX_MSG
DECLARE_MESSAGE_MAP() };
/////////////////////////////////////////////////////////////////////////////
//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
#endif // !defined(AFX_MAINFRM_H__66B5DA3F_6D29_46CA_81AA_4A27A938BD44__INCLUDED_)
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