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.
34 lines
1002 B
C++
34 lines
1002 B
C++
#include "AdeptHeaders.hpp"
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#include "Adder.hpp"
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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AdderOf<Scalar>::ClassData*
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AdderOf<Scalar>::CreateFactoryRequest(FactoryRequestParameters *parameters)
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{
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Check_Object(parameters);
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//
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//-------------------------------------------------------------------------
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// Allocate enough room for what we need to write out, then call our parent
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//-------------------------------------------------------------------------
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//
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MemoryStream *component_stream = parameters->m_stream;
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Check_Object(component_stream);
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component_stream->AllocateBytes(sizeof(AdderOf<Scalar>));
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bool result =
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ChannelOf<Scalar>::CreateFactoryRequest(parameters) != NULL;
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//
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//-------------------
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// Read in the inputs
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//-------------------
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//
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if (!ReadInputsFromPage(parameters, ChannelOf<Scalar>::DefaultData))
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result = false;
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Check_Object(DefaultData);
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return (result) ? DefaultData : NULL;
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}
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