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
1.3 KiB
C++
47 lines
1.3 KiB
C++
// This is a part of the Microsoft Foundation Classes C++ library.
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// Copyright (C) 1992-1998 Microsoft Corporation
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// All rights reserved.
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//
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// This source code is only intended as a supplement to the
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// Microsoft Foundation Classes Reference and related
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// electronic documentation provided with the library.
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// See these sources for detailed information regarding the
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// Microsoft Foundation Classes product.
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#include "stdafx.h"
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#ifdef CoRegisterClassObject
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#undef CoRegisterClassObject
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#endif
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#ifdef AFX_INIT_SEG
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#pragma code_seg(AFX_INIT_SEG)
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#endif
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#pragma comment(lib, "ole32.lib")
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#pragma comment(lib, "oleaut32.lib")
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#pragma comment(lib, "oledlg.lib")
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#pragma comment(lib, "urlmon.lib")
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#pragma comment(lib, "shell32.lib")
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#pragma comment(lib, "comctl32.lib")
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#pragma comment(lib, "advapi32.lib")
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/////////////////////////////////////////////////////////////////////////////
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// _AFX_OLE_STATE implementation
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_AFX_OLE_STATE::_AFX_OLE_STATE()
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{
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// Note: it is only necessary to intialize non-zero data.
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}
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_AFX_OLE_STATE::~_AFX_OLE_STATE()
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{
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}
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#pragma warning(disable: 4074)
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#pragma init_seg(lib)
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PROCESS_LOCAL(_AFX_OLE_STATE, _afxOleState)
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/////////////////////////////////////////////////////////////////////////////
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