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.
21 lines
772 B
C++
21 lines
772 B
C++
//+-------------------------------------------------------------------------
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//
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// Microsoft Windows
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// Copyright 1995 - 1998 Microsoft Corporation. All Rights Reserved.
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//
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// File: idispids.h
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//
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//--------------------------------------------------------------------------
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#define DISPID_READYSTATE (-525)
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#define DISPID_READYSTATECHANGE (-609)
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#define DISPID_AMBIENT_TRANSFERPRIORITY (-728)
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#define DISPID_AMBIENT_OFFLINEIFNOTCONNECTED (-5501)
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#define DISPID_AMBIENT_SILENT (-5502)
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// Until these appear in OLECTL.H
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#ifndef DISPID_AMBIENT_CODEPAGE
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#define DISPID_AMBIENT_CODEPAGE (-725)
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#define DISPID_AMBIENT_CHARSET (-727)
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#endif
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