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.
61 lines
2.0 KiB
C++
61 lines
2.0 KiB
C++
//===========================================================================//
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// File: Matcher.cpp //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 02/18/98 ECH Authored //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1994-1998, Virtual World Entertainment, Inc. //
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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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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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#include "AdeptHeaders.hpp"
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#include "Matcher.hpp"
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//#############################################################################
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//########################## MatcherChannel #############################
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//#############################################################################
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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MatcherOf<int>::InitializeClass()
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{
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Verify(!DefaultData);
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DefaultData =
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new ClassData(
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MatcherOfIntClassID,
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"Adept::MatcherOfInt",
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BaseClass::DefaultData,
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0, NULL
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);
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Register_Object(DefaultData);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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MatcherOf<int>*
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MatcherOf<int>::Create(
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MemoryStream *stream,
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ComponentWeb *owning_web
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)
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{
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Check_Object(stream);
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Check_Object(owning_web);
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Component *component = DoesComponentExist(stream, owning_web);
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MatcherOf<int> *matcher;
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if (component)
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{
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matcher = Cast_Object(MatcherOf<int>*, component);
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matcher->SkipStreamData(stream);
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}
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else
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{
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matcher = new MatcherOf<int>(DefaultData, stream, owning_web);
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Register_Object(matcher);
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}
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return matcher;
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}
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