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.
49 lines
1.6 KiB
C
49 lines
1.6 KiB
C
//==========================================================================;
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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 - 1998 Microsoft Corporation. All Rights Reserved.
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//
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//--------------------------------------------------------------------------;
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// To be self registering, OLE servers must
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// export functions named DllRegisterServer
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// and DllUnregisterServer. To allow use of
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// custom and default implementations the
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// defaults are named AMovieDllRegisterServer
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// and AMovieDllUnregisterServer.
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//
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// To the use the default implementation you
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// must provide stub functions.
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//
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// i.e. STDAPI DllRegisterServer()
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// {
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// return AMovieDllRegisterServer();
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// }
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//
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// STDAPI DllUnregisterServer()
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// {
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// return AMovieDllUnregisterServer();
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// }
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//
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//
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// AMovieDllRegisterServer calls IAMovieSetup.Register(), and
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// AMovieDllUnregisterServer calls IAMovieSetup.Unregister().
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STDAPI AMovieDllRegisterServer2( BOOL );
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STDAPI AMovieDllRegisterServer();
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STDAPI AMovieDllUnregisterServer();
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// helper functions
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STDAPI EliminateSubKey( HKEY, LPTSTR );
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STDAPI
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AMovieSetupRegisterFilter2( const AMOVIESETUP_FILTER * const psetupdata
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, IFilterMapper2 * pIFM2
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, BOOL bRegister );
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