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.
47 lines
977 B
C++
47 lines
977 B
C++
// ChildWndThread.cpp : implementation file
|
|
//
|
|
|
|
#include "stdafx.h"
|
|
#include "contenttrack.h"
|
|
#include "ChildWndThread.h"
|
|
|
|
#ifdef _DEBUG
|
|
#define new DEBUG_NEW
|
|
#undef THIS_FILE
|
|
static char THIS_FILE[] = __FILE__;
|
|
#endif
|
|
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
// CChildWndThread
|
|
|
|
IMPLEMENT_DYNCREATE(CChildWndThread, CWinThread)
|
|
|
|
CChildWndThread::CChildWndThread()
|
|
{
|
|
}
|
|
|
|
CChildWndThread::~CChildWndThread()
|
|
{
|
|
}
|
|
|
|
BOOL CChildWndThread::InitInstance()
|
|
{
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
int CChildWndThread::ExitInstance()
|
|
{
|
|
// TODO: perform any per-thread cleanup here
|
|
return CWinThread::ExitInstance();
|
|
}
|
|
|
|
BEGIN_MESSAGE_MAP(CChildWndThread, CWinThread)
|
|
//{{AFX_MSG_MAP(CChildWndThread)
|
|
// NOTE - the ClassWizard will add and remove mapping macros here.
|
|
//}}AFX_MSG_MAP
|
|
END_MESSAGE_MAP()
|
|
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
// CChildWndThread message handlers
|