Game client codebase including: - CharacterActionControl: Character and creature management - GlobalScript: Network, items, skills, quests, utilities - RYLClient: Main client application with GUI and event handlers - Engine: 3D rendering engine (RYLGL) - MemoryManager: Custom memory allocation - Library: Third-party dependencies (DirectX, boost, etc.) - Tools: Development utilities 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
62 lines
1.6 KiB
C
62 lines
1.6 KiB
C
//------------------------------------------------------------------------------
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// File: DbgSup.h
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//
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// Desc: DirectShow sample code - DV control/capture example
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// Debug macros and supporting functions for Windows programs
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//
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// Copyright (c) 2000-2001 Microsoft Corporation. All rights reserved.
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//------------------------------------------------------------------------------
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#ifdef _DEBUG
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// dump a string to debug output
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#define Dump(tsz) \
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OutputDebugString(tsz)
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// dump a string with a parameter value to debug output
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TCHAR dbgsup_tszDump[256];
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#define Dump1(tsz, arg) \
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{ wsprintf(dbgsup_tszDump, (tsz), (arg)); \
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OutputDebugString(dbgsup_tszDump); }
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#define CHECK_ERROR(tsz,hr) \
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{ if( S_OK != hr) \
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{ \
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wsprintf(dbgsup_tszDump, (tsz), (hr)); \
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OutputDebugString(dbgsup_tszDump); \
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return hr; \
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} \
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}
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#ifndef DBGSUPAPI
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#define DBGSUPAPI __declspec(dllimport)
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#endif
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// dump a Windows message to debug output
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DBGSUPAPI void DumpMsg(
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UINT msg,
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WPARAM wparam,
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LPARAM lparam);
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#include <assert.h>
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// assert an expression
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#define Assert(exp) assert(exp)
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#else
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// do nothing in retail version
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#define Dump(sz)
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#define Dump1(sz, arg)
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#define DumpMsg(msg, wp, lp)
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#define Assert(exp)
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#define CHECK_ERROR(tsz,hr) \
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{ if( S_OK != hr) \
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return hr; \
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}
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#endif // _DEBUG
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