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.
25 lines
1.0 KiB
C++
25 lines
1.0 KiB
C++
/*==========================================================================
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*
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* Copyright (C) 1995-1996 Microsoft Corporation. All Rights Reserved.
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*
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* File: fastfile.h
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* Content: Definitions for fastfile access.
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*
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* THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF ANY KIND,
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* EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE IMPLIED
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* WARRANTIES OF MERCHANTBILITY AND/OR FITNESS FOR A PARTICULAR PURPOSE.
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*
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***************************************************************************/
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typedef LPVOID HFASTFILE;
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extern BOOL FastFileInit( LPSTR fname, int max_handles );
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extern void FastFileFini( void );
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extern HFASTFILE FastFileOpen( LPSTR name );
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extern BOOL FastFileClose( HFASTFILE pfe );
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extern BOOL FastFileRead( HFASTFILE pfh, LPVOID ptr, int size );
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extern BOOL FastFileSeek( HFASTFILE pfe, int off, int how );
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extern long FastFileTell( HFASTFILE pfe );
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extern LPVOID FastFileLock( HFASTFILE pfe, int off, int len );
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extern BOOL FastFileUnlock( HFASTFILE pfe, int off, int len );
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