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.
30 lines
715 B
C++
30 lines
715 B
C++
// FileNode.h: interface for the CFileNode class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_FILENODE_H__1B761B42_F341_4600_982B_84D3CD584863__INCLUDED_)
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#define AFX_FILENODE_H__1B761B42_F341_4600_982B_84D3CD584863__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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#include <stuff\stuff.hpp>
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class CFileNode : public CObject
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{
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public:
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CFileNode(CString);
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virtual ~CFileNode();
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CString strName;
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CFileNode *pParent;
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Stuff::NotationFile *pFile;
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CObList listChildren;
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int ReadBuildFile(Stuff::NotationFile *notefile);
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};
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#endif // !defined(AFX_FILENODE_H__1B761B42_F341_4600_982B_84D3CD584863__INCLUDED_)
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