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.
25 lines
642 B
C++
25 lines
642 B
C++
// NVGameObject.h: interface for the NVGameObject class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_NVGAMEOBJECT_H__2C71E407_028F_41F9_8B5A_062914014E3F__INCLUDED_)
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#define AFX_NVGAMEOBJECT_H__2C71E407_028F_41F9_8B5A_062914014E3F__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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#include "EdGameObject.h"
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class NVGameObject : public EdGameObject
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{
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public:
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NVGameObject();
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void Draw(DrawInfo &dinf);
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virtual ~NVGameObject();
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EdGUIObject *Clone();
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};
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#endif // !defined(AFX_NVGAMEOBJECT_H__2C71E407_028F_41F9_8B5A_062914014E3F__INCLUDED_)
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