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.
45 lines
1.1 KiB
Plaintext
45 lines
1.1 KiB
Plaintext
//---------------------------------------------------------------------------
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//
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// Microsoft Windows
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// Copyright (C) Microsoft Corporation, 1996
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//
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// File: oleds.odl
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//
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// Contents: OLE DS Interfaces
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//
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//----------------------------------------------------------------------------
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#include "header.h"
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[ uuid(OLEDS_LIBIID_ADs), version(1.0),
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helpstring("Active DS Type Library") ]
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library ActiveDs
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{
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importlib("stdole2.tlb");
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#include <adstype.h>
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#include "core.odl"
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#include "namesps.odl"
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#include "schema.odl"
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#include "locality.odl"
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#include "domain.odl"
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#include "computer.odl"
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#include "group.odl"
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#include "user.odl"
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#include "printer.odl"
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#include "printjob.odl"
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#include "serv.odl"
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#include "fserv.odl"
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#include "fshare.odl"
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#include "session.odl"
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#include "resource.odl"
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#include "dsnamesp.odl"
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#include "dsobj.odl"
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#include "dssrch.odl"
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#include "dsschema.odl"
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#include "aggregate.odl"
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#include "security.odl"
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#include "largeint.odl"
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#include "adspath.odl"
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};
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