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.
55 lines
1.0 KiB
C++
55 lines
1.0 KiB
C++
// PatchOperation.cpp: implementation of the CPatchOperation class.
|
|
//
|
|
//////////////////////////////////////////////////////////////////////
|
|
|
|
#include "stdafx.h"
|
|
#include "PatchIT.h"
|
|
#include "PatchOperation.h"
|
|
|
|
#ifdef _DEBUG
|
|
#undef THIS_FILE
|
|
static char THIS_FILE[]=__FILE__;
|
|
#define new DEBUG_NEW
|
|
#endif
|
|
|
|
//////////////////////////////////////////////////////////////////////
|
|
// Construction/Destruction
|
|
//////////////////////////////////////////////////////////////////////
|
|
|
|
CPatchOperation::CPatchOperation()
|
|
{
|
|
Next=NULL;
|
|
}
|
|
|
|
DWORD CPatchOperation::InsertedBytes()
|
|
{
|
|
int count=0;
|
|
CPatchOperation *np;
|
|
np=Next;
|
|
while(np) {count+=np->InsertedBytes(); np=np->Next;}
|
|
return count;
|
|
}
|
|
|
|
DWORD CPatchOperation::DeletedBytes()
|
|
{
|
|
int count=0;
|
|
CPatchOperation *np;
|
|
np=Next;
|
|
while(np) {count+=np->DeletedBytes(); np=np->Next;}
|
|
return count;
|
|
}
|
|
|
|
DWORD CPatchOperation::OpCount()
|
|
{
|
|
int count=0;
|
|
CPatchOperation *np;
|
|
np=Next;
|
|
while(np) {count++; np=np->Next;}
|
|
return count;
|
|
}
|
|
|
|
CPatchOperation::~CPatchOperation()
|
|
{
|
|
|
|
}
|