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.
50 lines
1.3 KiB
C++
50 lines
1.3 KiB
C++
#include "MLRHeaders.hpp"
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//#############################################################################
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//######################### MLRClippingState ############################
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//#############################################################################
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int MLRClippingState::numberBitsLookUpTable[MLRClippingState::ClipMask+1] = {
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0, 1, 1, 2, 1, 2, 2, 3,
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1, 2, 2, 3, 2, 3, 3, 4,
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1, 2, 2, 3, 2, 3, 3, 4,
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2, 3, 3, 4, 3, 4, 4, 5,
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1, 2, 2, 3, 2, 3, 3, 4,
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2, 3, 3, 4, 3, 4, 4, 5,
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2, 3, 3, 4, 3, 4, 4, 5,
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3, 4, 4, 5, 4, 5, 5, 6
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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MLRClippingState::Save(MemoryStream *stream)
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{
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Check_Object(this);
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Check_Object(stream);
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//
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//-------------------------------------
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// Save the clippingState to the stream
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//-------------------------------------
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//
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*stream << clippingState;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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MLRClippingState::Load(MemoryStream *stream)
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{
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Check_Object(this);
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Check_Object(stream);
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//
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//---------------------------------------
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// Load the clippingState from the stream
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//---------------------------------------
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//
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*stream >> clippingState;
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}
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