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.
27 lines
836 B
C++
27 lines
836 B
C++
// Insert.h: interface for the CInsert class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_INSERT_H__30575E3B_321A_4F48_9DC3_3248FC7CF6E0__INCLUDED_)
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#define AFX_INSERT_H__30575E3B_321A_4F48_9DC3_3248FC7CF6E0__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 CInsert : public CPatchOperation
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{
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DWORD SourceLoc;
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public:
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CInsert(DWORD loc,DWORD sze,DWORD sloc) {Location=loc; Size=sze; SourceLoc=sloc;}
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CString GetOpText() {CString str; str.Format("Insert %7i Bytes at %7i From %7i\n",Size,Location,SourceLoc); return str;}
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DWORD InsertedBytes() {return Size;}
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DWORD DeletedBytes() {return 0;}
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virtual ~CInsert();
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};
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#endif // !defined(AFX_INSERT_H__30575E3B_321A_4F48_9DC3_3248FC7CF6E0__INCLUDED_)
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