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.
39 lines
1.5 KiB
C++
39 lines
1.5 KiB
C++
//=======================================================================//
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// File: debugoff.hpp //
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// Project: Architecture //
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// Author: J.M. Albertson //
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// 4-12-95 CPB added Str_Cat macro //
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//-----------------------------------------------------------------------//
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// Copyright (C) 1994, Virtual World Entertainments, All Rights reserved //
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// PROPRIETARY AND CONFIDENTIAL //
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//=======================================================================//
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#pragma warning (disable:4786)
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#pragma once
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#undef Verify
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#undef Warn
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#undef Check_Signature
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#undef Check_Pointer
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#undef Mem_Copy
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#undef Str_Copy
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#undef Str_Cat
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#undef Check
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#undef Cast_Pointer
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#undef Cast_Object
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#undef Spew
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#define Verify(c) ((void)0)
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#define Warn(c) ((void)0)
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#define Check_Pointer(p) ((void)0)
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#define Mem_Copy(destination, source, length, available)\
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memcpy(destination, source, length)
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#define Str_Copy(destination, source, available)\
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strcpy(destination, source)
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#define Str_Cat(destination, source, available)\
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strcat(destination, source)
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#define Check_Object(p) ((void)0)
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#define Check_Signature(p) ((void)0)
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#define Cast_Pointer(type, ptr) reinterpret_cast<type>(ptr)
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#define Cast_Object(type, ptr) static_cast<type>(ptr)
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#define Spew(x,y) ((void)0) |