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.
53 lines
1.4 KiB
C++
53 lines
1.4 KiB
C++
// autoconfig.h : main header file for the AUTOCONFIG application
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//
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#if !defined(AFX_AUTOCONFIG_H__3F0F517F_37C2_4E2D_8520_8F4BD5D2A0FE__INCLUDED_)
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#define AFX_AUTOCONFIG_H__3F0F517F_37C2_4E2D_8520_8F4BD5D2A0FE__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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#ifndef __AFXWIN_H__
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#error include 'stdafx.h' before including this file for PCH
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#endif
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#include "resource.h" // main symbols
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/////////////////////////////////////////////////////////////////////////////
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// CAutoconfigApp:
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// See autoconfig.cpp for the implementation of this class
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//
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class CAutoconfigApp : public CWinApp
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{
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public:
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CAutoconfigApp();
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// Overrides
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// ClassWizard generated virtual function overrides
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//{{AFX_VIRTUAL(CAutoconfigApp)
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public:
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virtual BOOL InitInstance();
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//}}AFX_VIRTUAL
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// Implementation
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//{{AFX_MSG(CAutoconfigApp)
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// NOTE - the ClassWizard will add and remove member functions here.
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// DO NOT EDIT what you see in these blocks of generated code !
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//}}AFX_MSG
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DECLARE_MESSAGE_MAP()
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};
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void _stdcall InitializeGameEngine();
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void _stdcall TerminateGameEngine();
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/////////////////////////////////////////////////////////////////////////////
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//{{AFX_INSERT_LOCATION}}
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// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
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#endif // !defined(AFX_AUTOCONFIG_H__3F0F517F_37C2_4E2D_8520_8F4BD5D2A0FE__INCLUDED_)
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