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.
14 lines
208 B
C++
14 lines
208 B
C++
#pragma once
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#include "fileio.hpp"
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#include "data.hpp"
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#include <vector>
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#include <map>
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bool InitRPC (void);
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bool CloseRPC (void);
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extern std::map<int, std::vector<CDataEntry> > g_DataList;
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