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firestorm/Gameleap/code/mw4/Tools/EffectEdit/EffectEdit.cpp
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C++

// EffectEdit.cpp : Defines the class behaviors for the application.
//
#include "stdafx.h"
#include "EffectEdit.h"
#include "EffectEditDlg.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CEffectEditApp
BEGIN_MESSAGE_MAP(CEffectEditApp, CWinApp)
//{{AFX_MSG_MAP(CEffectEditApp)
// NOTE - the ClassWizard will add and remove mapping macros here.
// DO NOT EDIT what you see in these blocks of generated code!
//}}AFX_MSG
ON_COMMAND(ID_HELP, CWinApp::OnHelp)
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CEffectEditApp construction
CEffectEditApp::CEffectEditApp()
{
// TODO: add construction code here,
// Place all significant initialization in InitInstance
}
/////////////////////////////////////////////////////////////////////////////
// The one and only CEffectEditApp object
CEffectEditApp theApp;
/////////////////////////////////////////////////////////////////////////////
// CEffectEditApp initialization
BOOL CEffectEditApp::InitInstance()
{
// Standard initialization
// If you are not using these features and wish to reduce the size
// of your final executable, you should remove from the following
// the specific initialization routines you do not need.
#ifdef _AFXDLL
Enable3dControls(); // Call this when using MFC in a shared DLL
#else
Enable3dControlsStatic(); // Call this when linking to MFC statically
#endif
CEffectEditDlg dlg;
m_pMainWnd = &dlg;
int nResponse = dlg.DoModal();
if (nResponse == IDOK)
{
// TODO: Place code here to handle when the dialog is
// dismissed with OK
}
else if (nResponse == IDCANCEL)
{
// TODO: Place code here to handle when the dialog is
// dismissed with Cancel
}
// Since the dialog has been closed, return FALSE so that we exit the
// application, rather than start the application's message pump.
return FALSE;
}