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.
45 lines
1.6 KiB
C++
45 lines
1.6 KiB
C++
/*****************************************************************************\
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* *
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* initguid.h - Definitions for controlling GUID initialization *
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* *
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* OLE Version 2.0 *
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* *
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* Copyright 1992 - 1998 Microsoft Corp. All rights reserved. *
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* *
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\*****************************************************************************/
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// Include after compobj.h to enable GUID initialization. This
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// must be done once per exe/dll.
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//
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// After this file, include one or more of the GUID definition files.
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//
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// NOTE: ole2.lib contains references to all GUIDs defined by OLE.
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#ifndef DEFINE_GUID
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#error initguid: must include objbase.h first.
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#endif
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#undef DEFINE_GUID
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#ifdef _MAC
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#define __based(a)
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#endif
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#ifdef _WIN32
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#define __based(a)
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#endif
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#ifdef __TURBOC__
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#define __based(a)
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#endif
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#ifndef _MAC
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#define DEFINE_GUID(name, l, w1, w2, b1, b2, b3, b4, b5, b6, b7, b8) \
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EXTERN_C const GUID __based(__segname("_CODE")) name \
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= { l, w1, w2, { b1, b2, b3, b4, b5, b6, b7, b8 } }
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#else
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#define DEFINE_GUID(name, l, w1, w2, b1, b2, b3, b4, b5, b6, b7, b8) \
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EXTERN_C const GUID name \
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= { l, w1, w2, { b1, b2, b3, b4, b5, b6, b7, b8 } }
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#endif
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