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.
28 lines
684 B
C++
28 lines
684 B
C++
// Feature.h: interface for the Feature class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_FEATURE_H__9F52F801_8066_11D2_840A_00A0C933BCAC__INCLUDED_)
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#define AFX_FEATURE_H__9F52F801_8066_11D2_840A_00A0C933BCAC__INCLUDED_
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#if _MSC_VER > 1000
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#pragma once
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#endif // _MSC_VER > 1000
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class Feature
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{
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protected:
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CString Name,FileName;
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public:
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void Save();
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void Load(const char *fnme);
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Feature();
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Feature(CString &fname);
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CString GetName() {return Name;}
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void SetName(CString &nme) {Name=nme;}
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virtual ~Feature();
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};
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#endif // !defined(AFX_FEATURE_H__9F52F801_8066_11D2_840A_00A0C933BCAC__INCLUDED_)
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