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.
48 lines
948 B
C++
48 lines
948 B
C++
#pragma warning (disable : 4786)
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#include "stdafx.h"
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#include "fileio.hpp"
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bool FileExists (const char *file)
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{
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DWORD toret;
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toret = GetFileAttributes (file);
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if (toret == -1)
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{
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return false;
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}
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return true;
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}
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HANDLE OpenFile (const char *file)
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{
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HANDLE toret;
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toret = CreateFile (file,GENERIC_ALL,FILE_SHARE_READ,NULL,OPEN_ALWAYS,FILE_ATTRIBUTE_NORMAL|FILE_FLAG_SEQUENTIAL_SCAN,NULL);
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return toret;
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}
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HANDLE NewFile (const char *file)
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{
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HANDLE toret;
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toret = CreateFile (file,GENERIC_ALL,FILE_SHARE_READ,NULL,CREATE_ALWAYS,FILE_ATTRIBUTE_NORMAL|FILE_FLAG_SEQUENTIAL_SCAN,NULL);
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return toret;
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}
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bool DumpData (HANDLE file,const std::vector<CDataEntry>& data)
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{
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std::vector<CDataEntry>::const_iterator iter;
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for (iter = data.begin ();iter != data.end ();iter++)
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{
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iter->DumpData (file);
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}
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return false;
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}
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bool CloseFile (HANDLE file)
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{
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CloseHandle (file);
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return false;
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}
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