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.
24 lines
703 B
C++
24 lines
703 B
C++
[!if=(FileExists, "FALSE")]
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// Implementation of the [!Command]
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#include "stdafx.h"
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#include "[!ProjectName].h"
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#include "[!RowsetFile]"
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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, RowsetFile)]
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[!endif]
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/////////////////////////////////////////////////////////////////////////////
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// [!Command]
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HRESULT [!Command]::Execute(IUnknown * pUnkOuter, REFIID riid, DBPARAMS * pParams,
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LONG * pcRowsAffected, IUnknown ** ppRowset)
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{
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[!Rowset]* pRowset;
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return CreateRowset(pUnkOuter, riid, pParams, pcRowsAffected, ppRowset, pRowset);
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}
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