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.
28 lines
777 B
C++
28 lines
777 B
C++
// Delete.h: interface for the CDelete class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_DELETE_H__7D50B654_DEDD_412D_B807_3CFD1C9EA36E__INCLUDED_)
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#define AFX_DELETE_H__7D50B654_DEDD_412D_B807_3CFD1C9EA36E__INCLUDED_
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#if _MSC_VER > 1000
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#pragma once
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#endif // _MSC_VER > 1000
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#include "PatchOperation.h"
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class CDelete : public CPatchOperation
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{
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public:
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CDelete(DWORD loc,DWORD sze) {Location=loc; Size=sze;}
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CString GetOpText() {CString str; str.Format("Delete %7i Bytes at %7i\n",Size,Location); return str;}
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DWORD InsertedBytes() {return 0;}
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DWORD DeletedBytes() {return Size;}
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virtual ~CDelete();
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};
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#endif // !defined(AFX_DELETE_H__7D50B654_DEDD_412D_B807_3CFD1C9EA36E__INCLUDED_)
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