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Initial commit of Command & Conquer Renegade source code.
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Code/Combat/basecontroller.h
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255
Code/Combat/basecontroller.h
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : Combat *
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* *
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* $Archive:: /Commando/Code/Combat/basecontroller.h $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 1/15/02 7:18p $*
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* *
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* $Revision:: 19 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef __BASE_CONTROLLER_H
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#define __BASE_CONTROLLER_H
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#include "building.h"
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#include "obbox.h"
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#include "vector.h"
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#include "characterclasssettings.h"
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#include "networkobject.h"
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////////////////////////////////////////////////////////////////
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// Forward declarations
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////////////////////////////////////////////////////////////////
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class ChunkSaveClass;
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class ChunkLoadClass;
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class ConversationClass;
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class ActiveConversationClass;
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class SoldierGameObj;
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class BuildingGameObj;
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class VehicleGameObj;
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class BeaconGameObj;
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////////////////////////////////////////////////////////////////
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//
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// BaseControllerClass
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//
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////////////////////////////////////////////////////////////////
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class BaseControllerClass : public NetworkObjectClass
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{
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public:
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////////////////////////////////////////////////////////////////
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// Friends
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////////////////////////////////////////////////////////////////
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friend class BuildingMonitorClass;
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////////////////////////////////////////////////////////////////
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// Public constructors/destructors
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////////////////////////////////////////////////////////////////
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BaseControllerClass (void);
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virtual ~BaseControllerClass (void);
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////////////////////////////////////////////////////////////////
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// Public methods
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////////////////////////////////////////////////////////////////
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//
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// Initialization
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//
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void Initialize ( int player_type );
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void Shutdown (void);
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void Delete (void) {};
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//
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// Networking.
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//
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// Set_Delete_Pending -
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//
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// The base controllers persist between levels so they should never be marked for deletion. They will be deleted
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// when needed by their owner, the game mode
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//
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virtual void Set_Delete_Pending (void) {};
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//
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// Building access
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//
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void Add_Building (BuildingGameObj *building);
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//
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// Timestep
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//
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void Think (void);
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//
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// Power related methods
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//
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void Set_Base_Powered (bool onoff);
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bool Is_Base_Powered (void) const { return BasePowered; }
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void Check_Base_Power (void);
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void Power_Base (bool onoff);
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void Set_Operation_Time_Factor (float factor);
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float Get_Operation_Time_Factor (void) { return OperationTimeFactor; }
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//
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// Harvester support
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//
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void Request_Harvester (int def_id);
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VehicleGameObj * Get_Harvester_Vehicle (void);
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//
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// State accessors
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//
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bool Can_Generate_Soldiers (void) const { return CanGenerateSoldiers; }
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bool Can_Generate_Vehicles (void) const { return CanGenerateVehicles; }
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void Set_Can_Generate_Soldiers (bool onoff);
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void Set_Can_Generate_Vehicles (bool onoff);
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//
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// Data accessors
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//
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int Get_Player_Type (void) const { return PlayerType; }
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//
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// Base destruction
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//
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void Set_Base_Destroyed ( bool onoff );
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bool Is_Base_Destroyed (void) const { return IsBaseDestroyed; }
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void Destroy_Base (void);
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void Set_Beacon_Destroyed_Base ( bool onoff );
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bool Did_Beacon_Destroy_Base ( void ) const { return DidBeaconDestroyBase; }
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//
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// Beacon zone access
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//
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const OBBoxClass & Get_Beacon_Zone (void) { return BeaconZone; }
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//
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// Radar support
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//
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void Check_Radar (void);
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bool Is_Radar_Enabled (void) const { return IsRadarEnabled; }
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void Play_Announcement(int text_id);
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//
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// Notifications
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//
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void On_Building_Damaged (BuildingGameObj *building);
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void On_Building_Destroyed (BuildingGameObj *building);
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void On_Vehicle_Generated(VehicleGameObj *vehicle);
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void On_Vehicle_Delivered(VehicleGameObj *vehicle);
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void On_Vehicle_Damaged(VehicleGameObj* vehicle);
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void On_Vehicle_Destroyed(VehicleGameObj* vehicle);
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void On_Beacon_Armed(BeaconGameObj* beacon);
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void On_Beacon_Disarmed(BeaconGameObj* beacon);
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void On_Beacon_Warning(BeaconGameObj* beacon);
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//
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// Fund support
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//
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//void Deposit_Funds (int funds);
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void Distribute_Funds_To_Each_Teammate (int funds);
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//
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// Network support
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//
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void Import_Occasional (BitStreamClass &packet);
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void Export_Occasional (BitStreamClass &packet);
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//
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// Component lookup
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//
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static BaseControllerClass * Find_Base ( int playertype );
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static BaseControllerClass * Find_Base_For_Star (void);
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BuildingGameObj * Find_Building (BuildingConstants::BuildingType type);
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protected:
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////////////////////////////////////////////////////////////////
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// Protected constants
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////////////////////////////////////////////////////////////////
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typedef enum
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{
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BASE_UNDER_ATTACK = 0,
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BUILDING_DESTROYED
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} Notification;
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////////////////////////////////////////////////////////////////
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// Protected methods
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////////////////////////////////////////////////////////////////
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void Initialize_Building_List (void);
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void Reset_Building_List (void);
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void Enable_Radar (bool onoff);
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//
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// Team notification
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//
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void Notify_Team (Notification event, BuildingConstants::BuildingType type);
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private:
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////////////////////////////////////////////////////////////////
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// Private methods
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////////////////////////////////////////////////////////////////
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bool Are_All_Buildings_Destroyed (void);
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////////////////////////////////////////////////////////////////
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// Private member data
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////////////////////////////////////////////////////////////////
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float OperationTimeFactor;
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int PlayerType; // Team
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DynamicVectorClass<BuildingGameObj *> BuildingList;
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bool BasePowered;
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bool CanGenerateSoldiers;
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bool CanGenerateVehicles;
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bool IsRadarEnabled;
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bool IsBaseDestroyed;
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bool DidBeaconDestroyBase;
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OBBoxClass BeaconZone;
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int AnnounceInterval;
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float AnnouncedAlliedBldgDamageTime;
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float AnnouncedEnemyBldgDamageTime;
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float AnnouncedAlliedVehicleDamageTime;
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float AnnouncedEnemyVehicleDamageTime;
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static BaseControllerClass * CurrentBases[BuildingConstants::BASE_COUNT];
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};
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#endif //__BASE_CONTROLLER_H
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