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.
34 lines
799 B
C++
34 lines
799 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=(ErrorInfoEnabled, "TRUE")]
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STDMETHODIMP [!ClassName]::InterfaceSupportsErrorInfo(REFIID riid)
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{
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static const IID* arr[] =
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{
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&IID_[!InterfaceName]
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};
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for (int i=0; i < sizeof(arr) / sizeof(arr[0]); i++)
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{
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if (InlineIsEqualGUID(*arr[i],riid))
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return S_OK;
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}
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return S_FALSE;
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}
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[!endif]
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