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.
35 lines
848 B
C++
35 lines
848 B
C++
// FilePro.h: interface for the CFilePro class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_FILEPRO_H__3D5A8AA2_5CA6_481D_B14D_5B1074EA0304__INCLUDED_)
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#define AFX_FILEPRO_H__3D5A8AA2_5CA6_481D_B14D_5B1074EA0304__INCLUDED_
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#if _MSC_VER > 1000
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#pragma once
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#endif // _MSC_VER > 1000
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#define BUFFERSIZE 1024
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//#define BUFFERSIZE 4
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class CFilePro:public CFile
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{
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protected:
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bool LastBlock;
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DWORD BlockLoc;
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DWORD BlockSize;
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BYTE Buffer[BUFFERSIZE];
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void ReadBlockAt(DWORD bl);
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public:
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DWORD DifferAt(CFilePro &file,DWORD *pos2);
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bool SyncedAt(CFilePro &file,DWORD *sloc,int earlyout=-1);
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BYTE GetByte(DWORD loc);
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unsigned __int64 CRC();
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CFilePro();
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virtual ~CFilePro();
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};
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#endif // !defined(AFX_FILEPRO_H__3D5A8AA2_5CA6_481D_B14D_5B1074EA0304__INCLUDED_)
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