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.
43 lines
837 B
Plaintext
43 lines
837 B
Plaintext
// iostream 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 _IOSTREAM_
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#define _IOSTREAM_
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#include <istream>
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#ifdef _MSC_VER
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#pragma pack(push,8)
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#endif /* _MSC_VER */
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_STD_BEGIN
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// OBJECTS
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static ios_base::Init _Ios_init;
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extern _CRTIMP istream cin;
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extern _CRTIMP ostream cout;
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extern _CRTIMP ostream cerr, clog;
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// CLASS _Winit
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class _CRTIMP _Winit {
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public:
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_Winit();
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~_Winit();
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private:
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static int _Init_cnt;
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};
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// WIDE OBJECTS
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static _Winit _Wios_init;
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extern _CRTIMP wistream wcin;
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extern _CRTIMP wostream wcout, wcerr, wclog;
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_STD_END
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#ifdef _MSC_VER
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#pragma pack(pop)
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#endif /* _MSC_VER */
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#endif /* _IOSTREAM_ */
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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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