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.
53 lines
1.3 KiB
C++
53 lines
1.3 KiB
C++
#if !defined(AFX_CHILDWNDTHREAD_H__9C0A6D40_BE16_47FA_A09F_290E7ED2D3D0__INCLUDED_)
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#define AFX_CHILDWNDTHREAD_H__9C0A6D40_BE16_47FA_A09F_290E7ED2D3D0__INCLUDED_
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#if _MSC_VER > 1000
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#pragma once
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#endif // _MSC_VER > 1000
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// ChildWndThread.h : header file
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//
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/////////////////////////////////////////////////////////////////////////////
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// CChildWndThread thread
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class CChildWndThread : public CWinThread
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{
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DECLARE_DYNCREATE(CChildWndThread)
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protected:
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CChildWndThread(); // protected constructor used by dynamic creation
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// Attributes
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public:
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// Operations
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public:
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// Overrides
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// ClassWizard generated virtual function overrides
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//{{AFX_VIRTUAL(CChildWndThread)
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public:
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virtual BOOL InitInstance();
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virtual int ExitInstance();
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//}}AFX_VIRTUAL
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// Implementation
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protected:
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virtual ~CChildWndThread();
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// Generated message map functions
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//{{AFX_MSG(CChildWndThread)
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// NOTE - the ClassWizard will add and remove member functions here.
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//}}AFX_MSG
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DECLARE_MESSAGE_MAP()
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};
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/////////////////////////////////////////////////////////////////////////////
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//{{AFX_INSERT_LOCATION}}
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// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
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#endif // !defined(AFX_CHILDWNDTHREAD_H__9C0A6D40_BE16_47FA_A09F_290E7ED2D3D0__INCLUDED_)
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