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.
31 lines
888 B
Plaintext
31 lines
888 B
Plaintext
//==========================================================================;
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//
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// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF ANY
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// KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A PARTICULAR
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// PURPOSE.
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//
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// Copyright (c) 1992 - 1996 Microsoft Corporation. All Rights Reserved.
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//
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//--------------------------------------------------------------------------;
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// ActiveMovie interface definitions
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import "unknwn.idl";
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import "objidl.idl"; // for IPersist (IFilter's root)
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// core interfaces
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#include "axcore.idl"
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// extended, ActiveMovie-only interfaces
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#include "axextend.idl"
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// ActiveMovie-only sample plug-in distributor interface
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#include "IAMovie.idl"
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#include "devenum.idl"
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// application interfaces for DVD
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#include "dvdif.idl"
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