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.
44 lines
1023 B
C++
44 lines
1023 B
C++
#include "ProxyHeaders.hpp"
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//
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//############################################################################
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//########################### GenericProxy #############################
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//############################################################################
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//
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GenericProxy::ClassData*
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GenericProxy::DefaultData = NULL;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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GenericProxy::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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GenericProxyClassID,
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"GenericProxy",
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Plug::DefaultData
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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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void
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GenericProxy::TerminateClass()
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{
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Unregister_Object(DefaultData);
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delete DefaultData;
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DefaultData = NULL;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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GenericProxy::TestInstance() const
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{
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Verify(IsDerivedFrom(DefaultData));
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}
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