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.
15 lines
490 B
Plaintext
15 lines
490 B
Plaintext
[
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uuid(FBEB9247-3DF4-43d3-A1D4-DB950D90C8D9),
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version(1.0),
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]
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interface MW4DataServer
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{
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int StartRunID (void);
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void RecordData ([in] int id,[in] int version,[in] double time, [in] int type,[in] int objectid,
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[in] float posx,[in] float posy,[in] float posz,
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[in] int int1,[in] int int2,[in] int int3,[in] int int4,
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[in] float float1,[in] float float2,[in] float float3,[in] float float4,
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[in,string] const char *p5);
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void FinishRun ([in] int id);
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}
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