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
939 B
C++
50 lines
939 B
C++
// Feature.cpp: implementation of the Feature class.
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//
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//////////////////////////////////////////////////////////////////////
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#include "stdafx.h"
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#include "tctb.h"
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#include "Feature.h"
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#include <Stuff\StuffHeaders.hpp>
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#ifdef _DEBUG
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#undef THIS_FILE
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static char THIS_FILE[]=__FILE__;
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#define new DEBUG_NEW
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#endif
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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Feature::Feature(CString &fname)
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{
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Load(fname);
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}
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Feature::Feature()
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{
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}
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Feature::~Feature()
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{
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}
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void Feature::Load(const char *fnme)
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{
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FileName=fnme;
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NotationFile ini_file(fnme);
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char *name;
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ini_file.GetEntry("General","Name",(const char **)&name);
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Name=name;
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}
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void Feature::Save()
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{
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NotationFile ini_file;
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ini_file.SetEntry("General","Name",(LPCSTR)Name);
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ini_file.SaveAs(FileName);
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}
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