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https://github.com/nillerusr/source-engine.git
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#include <windows.h>
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#include <stdio.h>
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template <class T, int nBlockSize, int nMaxBlocks>
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class BlockArray
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{
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public:
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BlockArray()
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{
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nCount = nBlocks = 0;
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}
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~BlockArray()
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{
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GetBlocks(0);
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}
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T& operator[] (int iIndex);
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void SetCount(int nObjects);
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int GetCount() { return nCount; }
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private:
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T * Blocks[nMaxBlocks+1];
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short nCount;
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short nBlocks;
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void GetBlocks(int nNewBlocks);
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};
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/*
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template <class T, int nBlockSize, int nMaxBlocks>
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BlockArray<T,BlockSize,nMaxBlocks>::BlockArray()
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{
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nCount = nBlocks = 0;
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}
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template <class T, int nBlockSize, int nMaxBlocks>
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BlockArray<T,BlockSize,nMaxBlocks>::~BlockArray()
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{
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GetBlocks(0); // free blocks
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}
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*/
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template <class T, int nBlockSize, int nMaxBlocks>
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void BlockArray<T,nBlockSize,nMaxBlocks>::
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GetBlocks(int nNewBlocks)
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{
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for(int i = nBlocks; i < nNewBlocks; i++)
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{
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Blocks[i] = new T[nBlockSize];
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}
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for(i = nNewBlocks; i < nBlocks; i++)
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{
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delete[] Blocks[i];
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}
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nBlocks = nNewBlocks;
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}
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template <class T, int nBlockSize, int nMaxBlocks>
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void BlockArray<T,nBlockSize,nMaxBlocks>::
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SetCount(int nObjects)
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{
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if(nObjects == nCount)
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return;
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// find the number of blocks required by nObjects
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int nNewBlocks = (nObjects / nBlockSize) + 1;
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if(nNewBlocks != nBlocks)
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GetBlocks(nNewBlocks);
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nCount = nObjects;
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}
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template <class T, int nBlockSize, int nMaxBlocks>
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T& BlockArray<T,nBlockSize,nMaxBlocks>::operator[] (int iIndex)
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{
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if(iIndex >= nCount)
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SetCount(iIndex+1);
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return Blocks[iIndex / nBlockSize][iIndex % nBlockSize];
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}
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typedef struct
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{
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char Name[128];
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int iValue;
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} Buffy;
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void main(void)
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{
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BlockArray<Buffy, 16, 16> Buffies;
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for(int i = 0; i < 256; i++)
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{
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Buffies[i].iValue = i;
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strcpy(Buffies[i].Name, "Buk bUk buK");
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}
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for(i = 0; i < 256; i++)
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{
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printf("%d: %s\n", Buffies[i].iValue, Buffies[i].Name);
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}
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Buffies.SetCount(10);
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}
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