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.
31 lines
779 B
C++
31 lines
779 B
C++
// SpanFile.h: interface for the CSpanFile class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_SPANFILE_H__19DC7856_E51B_45E0_B60A_F4C90CA5E331__INCLUDED_)
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#define AFX_SPANFILE_H__19DC7856_E51B_45E0_B60A_F4C90CA5E331__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 "Span.h"
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class CSpanFile
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{
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protected:
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CFile File;
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DWORD Size;
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BYTE *Buffer;
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Span *FileSpan;
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public:
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CSpanFile();
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void BuildOps(CSpanFile &file,CPatchOperation *oplist);
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void Load(CString fname);
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CString SpanReport(CSpanFile &file);
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void MapFiles(CSpanFile &file,DWORD MinSize=64);
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virtual ~CSpanFile();
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};
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#endif // !defined(AFX_SPANFILE_H__19DC7856_E51B_45E0_B60A_F4C90CA5E331__INCLUDED_)
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