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.
68 lines
1.9 KiB
C++
68 lines
1.9 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 AFX_CORE1_SEG
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#pragma code_seg(AFX_CORE1_SEG)
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#endif
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/////////////////////////////////////////////////////////////////////////////
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// Standard WinMain implementation
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// Can be replaced as long as 'AfxWinInit' is called first
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int AFXAPI AfxWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
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LPTSTR lpCmdLine, int nCmdShow)
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{
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ASSERT(hPrevInstance == NULL);
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int nReturnCode = -1;
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CWinThread* pThread = AfxGetThread();
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CWinApp* pApp = AfxGetApp();
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// AFX internal initialization
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if (!AfxWinInit(hInstance, hPrevInstance, lpCmdLine, nCmdShow))
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goto InitFailure;
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// App global initializations (rare)
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if (pApp != NULL && !pApp->InitApplication())
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goto InitFailure;
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// Perform specific initializations
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if (!pThread->InitInstance())
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{
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if (pThread->m_pMainWnd != NULL)
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{
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TRACE0("Warning: Destroying non-NULL m_pMainWnd\n");
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pThread->m_pMainWnd->DestroyWindow();
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}
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nReturnCode = pThread->ExitInstance();
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goto InitFailure;
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}
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nReturnCode = pThread->Run();
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InitFailure:
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#ifdef _DEBUG
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// Check for missing AfxLockTempMap calls
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if (AfxGetModuleThreadState()->m_nTempMapLock != 0)
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{
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TRACE1("Warning: Temp map lock count non-zero (%ld).\n",
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AfxGetModuleThreadState()->m_nTempMapLock);
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}
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AfxLockTempMaps();
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AfxUnlockTempMaps(-1);
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#endif
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AfxWinTerm();
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return nReturnCode;
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}
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/////////////////////////////////////////////////////////////////////////////
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