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
1.3 KiB
C++
55 lines
1.3 KiB
C++
// This is a part of the Microsoft Foundation Classes C++ library.
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// Copyright (C) 1992-1998 Microsoft Corporation
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// All rights reserved.
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//
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// This source code is only intended as a supplement to the
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// Microsoft Foundation Classes Reference and related
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// electronic documentation provided with the library.
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// See these sources for detailed information regarding the
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// Microsoft Foundation Classes product.
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#include "stdafx.h"
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#include <afxisapi.h>
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CHttpServerContext& CHttpServerContext::operator<<(const CLongBinary& blob)
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{
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ISAPIASSERT(m_pStream != NULL);
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if (m_pStream != NULL) *m_pStream << blob;
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return *this;
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}
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CHttpServerContext& CHttpServerContext::operator<<(const CByteArray& array)
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{
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ISAPIASSERT(m_pStream != NULL);
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if (m_pStream != NULL) *m_pStream << array;
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return *this;
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}
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CHtmlStream& CHtmlStream::operator<<(const CByteArray& array)
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{
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int nSize = array.GetSize();
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if (nSize > 0)
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{
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const BYTE* pStart = array.GetData();
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if (pStart != NULL)
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Write(pStart, nSize);
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}
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return *this;
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}
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CHtmlStream& CHtmlStream::operator<<(const CLongBinary& blob)
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{
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if (blob.m_dwDataLength > 0 && blob.m_hData != NULL)
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{
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LPVOID lpData = GlobalLock(blob.m_hData);
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if (lpData != NULL)
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{
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Write(lpData, blob.m_dwDataLength);
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GlobalUnlock(blob.m_hData);
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}
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}
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return *this;
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}
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