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
606 B
Plaintext
34 lines
606 B
Plaintext
HKCR
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{
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[!ProgID] = s '[!TypeName]'
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{
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CLSID = s '{[!ObjectGUID]}'
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}
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[!VersionIndependentProgID] = s '[!TypeName]'
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{
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CLSID = s '{[!ObjectGUID]}'
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CurVer = s '[!ProgID]'
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}
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NoRemove CLSID
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{
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ForceRemove {[!ObjectGUID]} = s '[!TypeName]'
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{
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[!if=(Dual, "TRUE")]
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ForceRemove 'Programmable'
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[!endif]
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[!if=(ProjectType, "DLL")]
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InprocServer32 = s '%MODULE%'
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{
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[!if=(ThreadingModel, "Single")]
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[!else]
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val ThreadingModel = s '[!ThreadingModel]'
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[!endif]
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}
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[!else]
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LocalServer32 = s '%MODULE%'
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val AppID = s '{[!ProjectAppID]}'
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[!endif]
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}
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}
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}
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