Files
Cyd 2b8ca921cb Initial full mirror of c:\VWE (source + assets + toolchain + outputs) via Git LFS
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.
2026-06-24 21:28:16 -05:00

44 lines
885 B
C++

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