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.
103 lines
1.5 KiB
C++
103 lines
1.5 KiB
C++
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#include "MW4AppHeaders.hpp"
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void
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MW4Testall()
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{
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gos_PushCurrentHeap(MechWarrior4::Heap);
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//
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// Test string class
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//
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#if 1
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MString::TestClass();
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#endif
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//
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// Test Math brick
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//
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#if 1
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Random::TestClass();
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Radian::TestClass();
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Degree::TestClass();
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SinCosPair::TestClass();
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Vector3D::TestClass();
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Vector4D::TestClass();
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Point3D::TestClass();
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UnitVector3D::TestClass();
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EulerAngles::TestClass();
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UnitQuaternion::TestClass();
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Origin3D::TestClass();
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AffineMatrix4D::TestClass();
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LinearMatrix4D::TestClass();
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Matrix4D::TestClass();
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Normal3D::TestClass();
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Sphere::TestClass();
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#endif
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//
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// Test time manager
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//
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#if 0
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Time::TestClass();
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#endif
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//
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// Test connection library
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//
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#if 1
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Chain::TestClass();
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SafeChain::TestClass();
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SortedChain::TestClass();
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Table::TestClass();
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Hash::TestClass();
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Tree::TestClass();
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#endif
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//
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// Test Memory brick
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//
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#if 1
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MemoryBlock::TestClass();
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MemoryStack::TestClass();
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#endif
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//
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// Test NameList classes
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//
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#if 1
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NotationFile::TestClass();
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#endif
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//
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// Test dynamic dispatch brick
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//
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#if 1
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Receiver::TestClass();
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#endif
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//
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// Test file stream manager
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//
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#if 0
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FileStreamManager::TestClass();
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#endif
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//
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// Test resource manager
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//
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#if 0
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ResourceManager::TestClass();
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#endif
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//
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// Test BitPackers
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//
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#if 0
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MemoryStream::TestClass();
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#endif
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gos_PopCurrentHeap();
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}
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