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.
28 lines
745 B
C++
28 lines
745 B
C++
// PatchOperation.h: interface for the CPatchOperation class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_PATCHOPERATION_H__98354F37_9816_47D3_B577_AD4F2CD8E807__INCLUDED_)
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#define AFX_PATCHOPERATION_H__98354F37_9816_47D3_B577_AD4F2CD8E807__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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class CPatchOperation
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{
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protected:
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public:
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CPatchOperation *Next;
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DWORD Location,Size;
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CPatchOperation();
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virtual DWORD InsertedBytes();
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virtual DWORD DeletedBytes();
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DWORD OpCount();
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virtual CString GetOpText() {return "";}
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virtual ~CPatchOperation();
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};
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#endif // !defined(AFX_PATCHOPERATION_H__98354F37_9816_47D3_B577_AD4F2CD8E807__INCLUDED_)
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