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.
44 lines
885 B
C++
44 lines
885 B
C++
[!if=(FileExists, "FALSE")]
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// [!CPPName] : Implementation of [!ClassName]
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#include "stdafx.h"
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#include "[!ProjectName].h"
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#include "[!HeaderName]"
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[!else]
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[!AddIncludeFile(TargetFile, "stdafx.h")]
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[!AddStringToSymbol(ProjectName.h, ProjectName, ".h")]
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[!AddIncludeFile(TargetFile, ProjectName.h)]
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[!AddIncludeFile(TargetFile, HeaderName)]
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[!endif]
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[!crlf]
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/////////////////////////////////////////////////////////////////////////////
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// [!ClassName]
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[!crlf]
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[!if=(ObjectControl, "TRUE")]
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HRESULT [!ClassName]::Activate()
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{
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HRESULT hr = GetObjectContext(&m_spObjectContext);
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if (SUCCEEDED(hr))
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return S_OK;
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return hr;
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}
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[!crlf]
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BOOL [!ClassName]::CanBePooled()
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{
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[!if=(CanBePooled, "TRUE")]
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return TRUE;
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[!else]
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return FALSE;
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[!endif]
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}
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[!crlf]
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void [!ClassName]::Deactivate()
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{
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m_spObjectContext.Release();
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}
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[!crlf]
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[!endif] |