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added some comments.
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@ -61,11 +61,22 @@ namespace GameRes.Utility
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return AsciiEqual (name1, 0, name2);
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}
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/// <summary>
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/// Check if sequence of ASCII characters in array <paramref name="name1"/> is equal to string <paramref name="name2"/>.
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/// This methods avoids costly construction of the string object from byte array for a mere purpose of
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/// comparison.
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/// </summary>
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public static bool AsciiEqual (byte[] name1, int offset, string name2)
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{
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return name1.AsciiEqual (offset, name2);
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}
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/// <summary>
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/// Copy potentially overlapping sequence of <paramref name="count"/> bytes in array
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/// <paramref name="data"/> from <paramref name="src"/> to <paramref name="dst"/>.
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/// If destination offset resides within source region then sequence will repeat itself. Widely used
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/// in various compression techniques.
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/// </summary>
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public static void CopyOverlapped (byte[] data, int src, int dst, int count)
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{
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if (dst > src)
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@ -84,6 +95,11 @@ namespace GameRes.Utility
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}
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}
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/// <summary>
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/// Extract null-terminated string (a "C string") from array <paramref name="data"/> starting
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/// at offset <paramref name="index"/> up to <paramref name="length_limit"/> bytes long, stored in
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/// encoding <paramref name="enc"/>.
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/// </summary>
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public static string GetCString (byte[] data, int index, int length_limit, Encoding enc)
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{
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int name_length = 0;
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