Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
35 lines
566 B
C++
35 lines
566 B
C++
#ifndef __STARHPP__
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#define __STARHPP__
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#include "ai.hpp"
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class CPerson;
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#include "map.hpp"
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class CPerson : public AI
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{
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public:
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CPerson (void);
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~CPerson (void);
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void DoTick (void);
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void SetDestination (int x,int y);
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};
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#include <utils\utils.h>
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//#include <table.hpp>
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#include <dib surface\dibsection.hpp>
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#include <file system\file system.hpp>
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//#include <database.hpp>
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using namespace std;
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#include "windows.hpp"
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#include "menuwnd.hpp"
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#include "ai test wnd.hpp"
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#include "prototype.hpp"
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#include "globals.hpp"
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#endif |