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.
15 lines
419 B
C++
15 lines
419 B
C++
#pragma once
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namespace RAS
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{
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extern bool InitializeLibrary(void);
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extern bool TerminateLibrary(void);
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extern int GetListOfEntries(char **pList);
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extern bool GetUserNameAndPassword(char *szEntry, char *szUserName, char *szPassword);
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extern bool Dial(char *pszEntry, char *pszUser, char *pszPassword);
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extern bool HangUp(void);
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extern int GetStatus(char * &);
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extern bool CreateNewEntry(void);
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}; |