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.
73 lines
1.4 KiB
C++
73 lines
1.4 KiB
C++
// UnusedFilesDoc.cpp : implementation file
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//
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#include "stdafx.h"
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#include "ContentTrack.h"
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#include "UnusedFilesDoc.h"
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#ifdef _DEBUG
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#define new DEBUG_NEW
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#undef THIS_FILE
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static char THIS_FILE[] = __FILE__;
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#endif
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/////////////////////////////////////////////////////////////////////////////
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// CUnusedFilesDoc
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IMPLEMENT_DYNCREATE(CUnusedFilesDoc, CDocument)
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CUnusedFilesDoc::CUnusedFilesDoc()
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{
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}
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BOOL CUnusedFilesDoc::OnNewDocument()
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{
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if (!CDocument::OnNewDocument())
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return FALSE;
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return TRUE;
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}
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CUnusedFilesDoc::~CUnusedFilesDoc()
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{
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}
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BEGIN_MESSAGE_MAP(CUnusedFilesDoc, CDocument)
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//{{AFX_MSG_MAP(CUnusedFilesDoc)
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// NOTE - the ClassWizard will add and remove mapping macros here.
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CUnusedFilesDoc diagnostics
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#ifdef _DEBUG
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void CUnusedFilesDoc::AssertValid() const
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{
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CDocument::AssertValid();
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}
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void CUnusedFilesDoc::Dump(CDumpContext& dc) const
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{
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CDocument::Dump(dc);
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}
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#endif //_DEBUG
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/////////////////////////////////////////////////////////////////////////////
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// CUnusedFilesDoc serialization
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void CUnusedFilesDoc::Serialize(CArchive& ar)
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{
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if (ar.IsStoring())
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{
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// TODO: add storing code here
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}
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else
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{
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// TODO: add loading code here
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}
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}
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/////////////////////////////////////////////////////////////////////////////
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// CUnusedFilesDoc commands
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