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.
22 lines
410 B
Plaintext
22 lines
410 B
Plaintext
// cstdio standard header
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#if _MSC_VER > 1000
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#pragma once
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#endif
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#ifndef _CSTDIO_
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#define _CSTDIO_
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#ifdef _STD_USING
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#undef _STD_USING
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#include <stdio.h>
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#define _STD_USING
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#else
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#include <stdio.h>
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#endif /* _STD_USING */
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#endif /* _CSTDIO_ */
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/*
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* Copyright (c) 1994 by P.J. Plauger. ALL RIGHTS RESERVED.
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* Consult your license regarding permissions and restrictions.
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*/
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