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.
10 lines
555 B
C++
10 lines
555 B
C++
#define FREEANDNULL(x) {if(x){gos_Free(x); x = NULL;}}
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#define CALLBACKID ((int) *data)
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#define PARAMETER_CHECK(x) Verify (x < count)
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#define INTPARM(x) (*((int *) data[x])) //dereferenced int pointer
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#define STRPARM(x) (*(char **) data[x]) //pointer to pointer to string
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#define VALUEPARM(x) ((int) data[x]) //literal number value
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#define STRARRAYPARAM(x) ((char**) data[x]) //array of strings
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#define INTARRAYPARAM(x) ((int *) data[x])
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#define FLOATARRAYPARAM(x) ((float *) data[x])
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#define SCALARARRAYPARAM(x) ((Stuff::Scalar *) data[x]) |