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.
14 lines
567 B
C++
14 lines
567 B
C++
/*
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* recguids.h - OLE reconciliation interface GUID definitions.
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*/
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/* GUIDs
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********/
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DEFINE_GUID(IID_IReconcileInitiator, 0x99180161L, 0xDA16, 0x101A, 0x93, 0x5C, 0x44, 0x45, 0x53, 0x54, 0x00, 0x00);
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DEFINE_GUID(IID_IReconcilableObject, 0x99180162L, 0xDA16, 0x101A, 0x93, 0x5C, 0x44, 0x45, 0x53, 0x54, 0x00, 0x00);
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DEFINE_GUID(IID_INotifyReplica, 0x99180163L, 0xDA16, 0x101A, 0x93, 0x5C, 0x44, 0x45, 0x53, 0x54, 0x00, 0x00);
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DEFINE_GUID(IID_IBriefcaseInitiator, 0x99180164L, 0xDA16, 0x101A, 0x93, 0x5C, 0x44, 0x45, 0x53, 0x54, 0x00, 0x00);
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