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.
29 lines
405 B
C++
29 lines
405 B
C++
#include"image.h"
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#include<string.h>
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void Image::SaveRaw(char *str)
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{
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FILE *fl=fopen(str,"wb");
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if(!fl)
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{
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char tfn[200];
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strcpy(tfn,"Cannont open Raw file for writeing:");
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strcat(tfn,str);
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GENNFERR(tfn);
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}
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SaveRaw(fl);
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fclose(fl);
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strcpy(fname,str);
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}
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void Image::SaveRaw(FILE *fl)
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{
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int bytes=ylen*Pitch;
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unsigned char *dat=Lock();
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fwrite(dat,bytes,1,fl);
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UnLock();
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}
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