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.
60 lines
745 B
Plaintext
60 lines
745 B
Plaintext
#include "Content\\ShellScripts\\stddefs.h"
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#include "Content\\ShellScripts\\buttons.script"
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#include "Content\\ShellScripts\\ErrorScreen.script"
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main
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{
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GUI_CREATE
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{
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object s_Screen = o_ErrorScreen
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object i_cursor=s_cursor
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s_Screen.error_header = $$MessageBoxTitle$$
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s_Screen.error_message = $$MessageBoxMessage$$
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initialize(s_Screen)
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activate(s_Screen)
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}
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GUI_INIT
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{
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}
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GUI_DESTROY
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{
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}
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GUI_MAILBOX
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{
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script_end
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}
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}
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s_cursor
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{
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GUI_CREATE
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{
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pane p_pointer = GPATH "mouse_pointer.tga"
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alphamode(p_pointer) = am_alpha_alphainvalpha
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origin(p_pointer) = 0, 0
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location.z = 900
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}
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GUI_DRAW
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{
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render p_pointer, mouse.x, mouse.y
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}
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}
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