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.
96 lines
2.0 KiB
Plaintext
96 lines
2.0 KiB
Plaintext
/***
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*exception - Defines class exception and related functions
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*
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* Copyright (c) 1994-1997, Microsoft Corporation. All rights reserved.
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* Modified January 1996 by P.J. Plauger
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*
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*Purpose:
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* Defines class exception (and derived class bad_exception)
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* plus new and unexpected handler functions.
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*
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* [Public]
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*
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****/
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#if _MSC_VER > 1000
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#pragma once
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#endif
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#ifndef _EXCEPTION_
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#define _EXCEPTION_
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#include <xstddef>
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#include <eh.h>
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#ifdef _MSC_VER
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#pragma pack(push,8)
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#endif /* _MSC_VER */
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#if !defined(_WIN32) && !defined(_MAC)
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#error ERROR: Only Mac or Win32 targets supported!
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#endif
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#ifndef _CRTIMP
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#ifdef _NTSDK
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/* definition compatible with NT SDK */
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#define _CRTIMP
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#else /* ndef _NTSDK */
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/* current definition */
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#ifdef _DLL
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#define _CRTIMP __declspec(dllimport)
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#else /* ndef _DLL */
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#define _CRTIMP
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#endif /* _DLL */
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#endif /* _NTSDK */
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#endif /* _CRTIMP */
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typedef const char *__exString;
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class _CRTIMP exception
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{
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public:
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exception();
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exception(const __exString&);
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exception(const exception&);
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exception& operator= (const exception&);
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virtual ~exception();
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virtual __exString what() const;
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private:
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__exString _m_what;
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int _m_doFree;
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};
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_STD_BEGIN
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using ::exception;
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// CLASS bad_exception
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class _CRTIMP bad_exception : public exception {
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public:
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bad_exception(const char *_S = "bad exception") _THROW0()
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: exception(_S) {}
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virtual ~bad_exception() _THROW0()
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{}
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protected:
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virtual void _Doraise() const
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{_RAISE(*this); }
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};
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_CRTIMP bool __cdecl uncaught_exception();
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_STD_END
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#ifdef __RTTI_OLDNAMES
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typedef exception xmsg; // A synonym for folks using older standard
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#endif
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#ifdef _MSC_VER
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#pragma pack(pop)
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#endif /* _MSC_VER */
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#endif /* _EXCEPTION_ */
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/*
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* 1994-1995, Microsoft Corporation. All rights reserved.
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* Modified January 1996 by P.J. Plauger
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* Consult your license regarding permissions and restrictions.
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*/
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