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.
30 lines
746 B
C++
30 lines
746 B
C++
#pragma once
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class CDataEntry
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{
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protected:
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int m_RunNumber;
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int m_DataType;
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int m_Version;
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int m_ObjectID;
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double m_Time;
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float m_PosX,m_PosY,m_PosZ;
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int m_Int1,m_Int2,m_Int3,m_Int4;
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float m_Float1,m_Float2,m_Float3,m_Float4;
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char *m_String;
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public:
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CDataEntry (int run,int version,int type,double time);
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CDataEntry (int run,int version,int type,double time,int objid,float posx,float posy,float posz,int int1,int int2,int int3,int int4,float float1,float float2,float float3,float float4,const char *str);
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CDataEntry (const CDataEntry& p1);
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~CDataEntry (void);
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CDataEntry &operator= (const CDataEntry &p1);
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bool DumpData (HANDLE file) const;
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int RunNum (void) const
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{ return m_RunNumber; }
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};
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