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.
35 lines
688 B
C++
35 lines
688 B
C++
#define COMCLIENT
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// RTS.cpp : Defines the entry point for the application.
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//
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#pragma warning (disable:4786)
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#include <windows.h>
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#include <comline\comline.hpp>
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#include <comline\comline.h>
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#ifndef GLOBAL_EXTERN
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#define GLOBAL_EXTERN extern
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#endif
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CCommandLineClient *com = NULL;
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int APIENTRY WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPSTR lpCmdLine,int nCmdShow)
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{
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com = new CCommandLineClient (hInstance);
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com->ShowWindow ();
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// com->ListServers ();
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// com->AttachServer ();
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// com->DetachServer ();
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MSG msg;
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while (GetMessage (&msg,NULL,0,0))
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{
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TranslateMessage (&msg);
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DispatchMessage (&msg);
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}
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delete com;
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return 0;
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}
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