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.
27 lines
745 B
Plaintext
27 lines
745 B
Plaintext
[!crlf]
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[
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object,
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uuid(a817e7a2-43fa-11d0-9e44-00aa00b6770a),
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dual,
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helpstring("IComponentRegistrar Interface"),
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pointer_default(unique)
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]
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interface IComponentRegistrar : IDispatch
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{
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[id(1)] HRESULT Attach([in] BSTR bstrPath);
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[id(2)] HRESULT RegisterAll();
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[id(3)] HRESULT UnregisterAll();
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[id(4)] HRESULT GetComponents([out] SAFEARRAY(BSTR)* pbstrCLSIDs, [out] SAFEARRAY(BSTR)* pbstrDescriptions);
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[id(5)] HRESULT RegisterComponent([in] BSTR bstrCLSID);
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[id(6)] HRESULT UnregisterComponent([in] BSTR bstrCLSID);
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};
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[!crlf]
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[
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uuid(a817e7a0-43fa-11d0-9e44-00aa00b6770a),
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helpstring("ComponentRegistrar Class")
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]
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coclass [!CoClassName]
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{
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[default] interface IComponentRegistrar;
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};
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