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.
62 lines
2.1 KiB
C++
62 lines
2.1 KiB
C++
//===========================================================================//
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// File: verify.cc //
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// Contents: verification fail routines //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 09/29/94 JMA Initial coding. //
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// 11/01/94 JMA Made compatible with SGI CC //
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// 11/03/94 ECH Made compatible with BC4.0 //
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// 04/20/95 CPB Added Shutdown calls for ControlsManager, GaugeManager //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1994-1995, Virtual World Entertainment, Inc. //
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// PROPRIETARY AND CONFIDENTIAL //
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//===========================================================================//
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#include "StuffHeaders.hpp"
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//
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//#############################################################################
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//#############################################################################
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//
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static char
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Error_Message_Buffer[400];
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int
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Stuff::ArmorLevel = 4;
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float
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Stuff::SMALL=1e-4f;
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//
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//#############################################################################
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//#############################################################################
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//
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#if defined(_ARMOR)
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Signature::Signature()
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{
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mark = Valid;
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}
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Signature::~Signature()
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{
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mark = Destroyed;
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}
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void
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Stuff::Is_Signature_Bad(const volatile Signature *p)
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{
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if ((p) && reinterpret_cast<int>(p)!=Stuff::SNAN_NEGATIVE_LONG)
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{
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Verify(!(reinterpret_cast<int>(p) & 3));
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if (p->mark == Signature::Destroyed)
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PAUSE(("Object has been destroyed"));
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else if (p->mark != Signature::Valid)
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PAUSE(("Object has been corrupted"));
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}
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else
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PAUSE(("Bad object pointer: %x", p));
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}
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#endif
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