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.
35 lines
550 B
C++
35 lines
550 B
C++
#pragma warning (disable:4786)
|
|
#include "ai test.hpp"
|
|
|
|
void InitSystem (void)
|
|
{
|
|
InitWindows (true);
|
|
|
|
try
|
|
{
|
|
srand (timeGetTime ());
|
|
InitAI (true);
|
|
InitWindows (true);
|
|
|
|
InitAI (false);
|
|
InitMap ();
|
|
InitWindows (false);
|
|
|
|
g_MainWindow = new CAITestWindow ();
|
|
g_MainWindow->Create ("AI Window",514,514);
|
|
ShowWindow (g_MainWindow->Window (),SW_SHOW);
|
|
}
|
|
catch (exception ex)
|
|
{
|
|
cerr << ex.what () << endl;
|
|
}
|
|
}
|
|
|
|
void KillSystem (void)
|
|
{
|
|
delete g_MainWindow;
|
|
|
|
// KillDatabase ();
|
|
KillWindows ();
|
|
}
|