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.
22 lines
727 B
C++
22 lines
727 B
C++
#ifndef STF_LITE
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extern BOOL SharedFileNeedsCopying;
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extern BOOL FixupWinIniMsappsSection(VOID);
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extern BOOL DoesSharedFileNeedCopying(VOID);
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extern INT WCompareVersion(LPSTR szVer1, LPSTR szVer2);
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extern LPSTR FindSharedFileFromPath(LPSTR szField, LPSTR szVersion,
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LPSTR zsBuf, int cbBuf);
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extern LPSTR SearchForLocationForSharedFile(LPSTR szRegDbKey,
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LPSTR szWinIniSect, LPSTR szWinIniKey, int iWinIniField,
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LPSTR szDefault, LPSTR szVersion, LPSTR szBuf, int cbBuf);
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extern LPSTR HandleSharedFile(LPSTR szInfSection, LPSTR szInfKey,
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LPSTR szSubDir, LPSTR szRegDbKey, LPSTR szWinIniSect,
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LPSTR szWinIniKey, int iWinIniField, LPSTR szBuf, int cbBuf);
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#endif /* !STF_LITE */
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