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.
25 lines
529 B
C++
25 lines
529 B
C++
#define _ATL_APARTMENT_THREADED
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#include <atlbase.h>
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//You may derive a class from CComModule and use it if you want to override
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//something, but do not change the name of _Module
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[!if=(ProjectType, "EXE")]
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class C[!ProjectNameSafe]Module : public CComModule
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{
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public:
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LONG Unlock();
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LONG Lock();
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[!if!=(MFCOLE, "1")]
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LPCTSTR FindOneOf(LPCTSTR p1, LPCTSTR p2);
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[!endif]
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DWORD dwThreadID;
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};
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extern C[!ProjectNameSafe]Module _Module;
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[!else]
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extern CComModule _Module;
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[!endif]
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#include <atlcom.h>
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