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.
27 lines
1.1 KiB
C
27 lines
1.1 KiB
C
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// The following ifdef block is the standard way of creating macros which make exporting
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// from a DLL simpler. All files within this DLL are compiled with the CTCLS_EXPORTS
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// symbol defined on the command line. this symbol should not be defined on any project
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// that uses this DLL. This way any other project whose source files include this file see
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// CTCLS_API functions as being imported from a DLL, wheras this DLL sees symbols
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// defined with this macro as being exported.
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#ifdef CTCLS_EXPORTS
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#define CTCLS_API __declspec(dllexport)
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#else
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#define CTCLS_API __declspec(dllimport)
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#endif
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#include "ctcl_params.h"
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CTCLS_API DWORD CTCL_GetVersion();
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CTCLS_API int CTCL_GetApplType();
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CTCLS_API void CTCL_SetApplType(int nApplType);
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CTCLS_API int CTCL_GetApplState();
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CTCLS_API void CTCL_SetApplState(int nApplState);
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CTCLS_API int CTCL_GetGameState();
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CTCLS_API void CTCL_SetGameState(int nGameState);
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CTCLS_API int CTCL_GetGameTime();
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CTCLS_API void CTCL_SetGameTime(int nGameTime);
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CTCLS_API int CTCL_GetGameIsServer();
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CTCLS_API void CTCL_SetGameIsServer(int nGameIsServer);
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