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.
10 lines
113 B
C++
10 lines
113 B
C++
|
|
|
|
#ifndef __LOCKID_H__
|
|
#define __LOCKID_H__
|
|
|
|
extern unsigned int UtilExport HardwareLockID ();
|
|
|
|
|
|
#endif
|