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.
24 lines
833 B
C
24 lines
833 B
C
//==========================================================================;
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//
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// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF ANY
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// KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A PARTICULAR
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// PURPOSE.
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//
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// Copyright (c) 1992 - 1997 Microsoft Corporation. All Rights Reserved.
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//
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//--------------------------------------------------------------------------;
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//
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// Contains the data formats for the transfer of VfW4 filters
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// via the clipboard
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#define CFSTR_VFW_FILTERLIST "Video for Windows 4 Filters"
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typedef struct tagVFW_FILTERLIST{
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UINT cFilters; // number of CLSIDs in aClsId
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CLSID aClsId[1]; // ClsId of each filter
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} VFW_FILTERLIST;
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