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.
53 lines
1.3 KiB
C++
53 lines
1.3 KiB
C++
//===========================================================================//
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// File: MemoryDiffKiller.hpp //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 10/04/00 JSE die haxorz die
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//---------------------------------------------------------------------------//
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// Copyright (C) 2000, Microsoft Corp //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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#pragma once
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#include "MW4.hpp"
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namespace MechWarrior4
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{
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class MemoryDiffKiller:
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public Stuff::Plug
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{
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public:
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MemoryDiffKiller();
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~MemoryDiffKiller();
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enum {
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Maximum_Sources=255,
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Maximum_Copies=1000
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};
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void Init();
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void Uninit();
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void MoveItAndShakeIt();
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SlotOf<Plug*> m_sourceData[Maximum_Sources];
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int m_sourceSize[Maximum_Sources];
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int m_sourceCount;
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void *m_copyMemory[Maximum_Copies];
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int m_copySize[Maximum_Copies];
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BYTE m_copySourceIndex[Maximum_Copies];
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};
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} |