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.
50 lines
1.5 KiB
C
50 lines
1.5 KiB
C
// stdafx.h : include file for standard system include files,
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// or project specific include files that are used frequently, but
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// are changed infrequently
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//
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#if !defined(AFX_STDAFX_H__D9E64DD2_5915_11D2_8408_00A0C933BCAC__INCLUDED_)
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#define AFX_STDAFX_H__D9E64DD2_5915_11D2_8408_00A0C933BCAC__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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#define VC_EXTRALEAN // Exclude rarely-used stuff from Windows headers
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#include <afxwin.h> // MFC core and standard components
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#include <afxext.h> // MFC extensions
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#include <afxdisp.h> // MFC Automation classes
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#include <afxdtctl.h> // MFC support for Internet Explorer 4 Common Controls
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#ifndef _AFX_NO_AFXCMN_SUPPORT
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#include <afxcmn.h> // MFC support for Windows Common Controls
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#include <afxole.h> // DRAG AND DROP
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#endif // _AFX_NO_AFXCMN_SUPPORT
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//#include <Stuff\Stuff.hpp>
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//#include <MLR\MLR.hpp>
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#define DEFAULTBMPSIZE 512
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#define DEFAULT_UNDO_LEVELS 10
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#define MAX_LAYERS 16
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#define APPNAME "TCT"
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#define TITLEVIEW2D "OverHead View (2D)"
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#define TITLEVIEW3D "Rendered View (3D)"
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#define VSRES 100
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//#define ADDELEV 15
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#define TSCALE (1/20.0f)
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enum LAYSTAT {LS_HIDDEN,LS_VISIBLE,LS_UNCREATED} ;
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#define WM_STARTLOOP WM_USER
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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_STDAFX_H__D9E64DD2_5915_11D2_8408_00A0C933BCAC__INCLUDED_)
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