Initial full mirror of c:\VWE (source + assets + toolchain + outputs) via Git LFS

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.
This commit is contained in:
Cyd
2026-06-24 21:28:16 -05:00
commit 2b8ca921cb
66341 changed files with 7923174 additions and 0 deletions
@@ -0,0 +1,62 @@
// SpanFile.cpp: implementation of the CSpanFile class.
//
//////////////////////////////////////////////////////////////////////
#include "stdafx.h"
#include "PatchIT.h"
#include "SpanFile.h"
#ifdef _DEBUG
#undef THIS_FILE
static char THIS_FILE[]=__FILE__;
#define new DEBUG_NEW
#endif
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CSpanFile::CSpanFile()
{
Buffer=NULL;
FileSpan=NULL;
}
void CSpanFile::Load(CString fname)
{
File.Open(fname,CFile::modeRead);
if(Buffer) delete Buffer;
if(FileSpan) delete FileSpan;
Size=File.GetLength();
Buffer=new BYTE[Size];
File.Read(Buffer,Size);
FileSpan=new Span(Buffer,Size);
File.Close();
}
CString CSpanFile::SpanReport(CSpanFile &file)
{
CString str;
str="";
FileSpan->SpanInfo(str,Buffer,file.Buffer);
return str;
}
void CSpanFile::MapFiles(CSpanFile &file,DWORD MinSize)
{
FileSpan->MapLargestSpan(file.FileSpan,1);
int blocksize=MinSize;
}
void CSpanFile::BuildOps(CSpanFile &file,CPatchOperation *oplist)
{
FileSpan->BuildOps(file.FileSpan,oplist,Buffer,file.Buffer);
}
CSpanFile::~CSpanFile()
{
}