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.
56 lines
1.4 KiB
C
56 lines
1.4 KiB
C
// stdafx.h : include file for standard system include files,
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// or project specific include files that are used frequently, but
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// are changed infrequently
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//
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#if !defined(AFX_STDAFX_H__A9DB83DB_A9FD_11D0_BFD1_444553540000__INCLUDED_)
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#define AFX_STDAFX_H__A9DB83DB_A9FD_11D0_BFD1_444553540000__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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// Insert your headers here
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#define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers
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#define _WINSOCKAPI_ /* Prevent inclusion of winsock.h in windows.h */
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#include <windows.h>
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// C RunTime Header Files
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#include <stdio.h>
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#include <string.h>
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#include <assert.h>
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#include <stdlib.h>
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#include <limits.h>
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#include <malloc.h>
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#include <math.h>
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#include <memory.h>
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#include <tchar.h>
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#include <sys/types.h>
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#include <sys/stat.h>
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#include <io.h>
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#include <crtdbg.h>
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#include <stdio.h>
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#include <ctype.h>
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#include <signal.h>
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#include <errno.h>
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#include <limits.h>
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#include <fcntl.h>
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#include "nonmfc.h"
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#include "mugpdefs.h"
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#include "ctime.h"
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// Local Header Files
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// TODO: reference additional headers your program requires here
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//{{AFX_INSERT_LOCATION}}
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// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
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#endif // !defined(AFX_STDAFX_H__A9DB83DB_A9FD_11D0_BFD1_444553540000__INCLUDED_)
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