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https://github.com/electronicarts/CnC_Renegade.git
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Initial commit of Command & Conquer Renegade source code.
This commit is contained in:
251
Code/Combat/beacongameobj.h
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251
Code/Combat/beacongameobj.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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*** Confidential - Westwood Studios ***
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***********************************************************************************************
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* *
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* Project Name : Commando *
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* *
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* $Archive:: /Commando/Code/Combat/beacongameobj.h $*
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* *
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* $Author:: Byon_g $*
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* *
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* $Modtime:: 1/04/02 2:58p $*
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* *
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* $Revision:: 16 $*
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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 __BEACONGAMEOBJ_H
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#define __BEACONGAMEOBJ_H
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#include "always.h"
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#include "simplegameobj.h"
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#include "timemgr.h"
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////////////////////////////////////////////////////////////////
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// Forward delcarations
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////////////////////////////////////////////////////////////////
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class BaseControllerClass;
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class WeaponDefinitionClass;
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class AudibleSoundClass;
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////////////////////////////////////////////////////////////////
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//
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// BeaconGameObjDef
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//
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////////////////////////////////////////////////////////////////
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class BeaconGameObjDef : public SimpleGameObjDef
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{
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public:
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////////////////////////////////////////////////////////////////
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// Public constructors/destructors
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////////////////////////////////////////////////////////////////
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BeaconGameObjDef (void);
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~BeaconGameObjDef (void);
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////////////////////////////////////////////////////////////////
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// Public methods
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////////////////////////////////////////////////////////////////
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virtual uint32 Get_Class_ID (void) const;
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virtual PersistClass * Create (void) const;
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virtual bool Save (ChunkSaveClass &csave);
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virtual bool Load (ChunkLoadClass &cload);
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virtual const PersistFactoryClass & Get_Factory (void) const;
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bool Is_Nuke(void) const {return (IsNuke != 0);}
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DECLARE_EDITABLE (BeaconGameObjDef, SimpleGameObjDef);
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protected:
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////////////////////////////////////////////////////////////////
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// Protected methods
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////////////////////////////////////////////////////////////////
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void Load_Variables (ChunkLoadClass &cload);
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////////////////////////////////////////////////////////////////
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// Protected friends
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////////////////////////////////////////////////////////////////
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friend class BeaconGameObj;
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////////////////////////////////////////////////////////////////
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// Protected member data
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////////////////////////////////////////////////////////////////
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float BroadcastToAllTime;
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float ArmTime;
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float DisarmTime;
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float PreDetonateCinematicDelay;
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float DetonateTime;
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float PostDetonateTime;
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int ArmedSoundDefID;
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int DisarmingTextID;
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int DisarmedTextID;
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int ArmingTextID;
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int ArmingInterruptedTextID;
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int DisarmingInterruptedTextID;
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int PreDetonateCinematicDefID;
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int PostDetonateCinematicDefID;
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int ExplosionDefID;
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int IsNuke;
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StringClass ArmingAnimationName;
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};
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////////////////////////////////////////////////////////////////
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//
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// BeaconGameObj
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//
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////////////////////////////////////////////////////////////////
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class BeaconGameObj : public SimpleGameObj
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{
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public:
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////////////////////////////////////////////////////////////////
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// Public constructors/destructors
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////////////////////////////////////////////////////////////////
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BeaconGameObj (void);
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virtual ~BeaconGameObj (void);
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////////////////////////////////////////////////////////////////
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// Public methods
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////////////////////////////////////////////////////////////////
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//
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// Definition support
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//
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virtual void Init( void );
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void Init (const BeaconGameObjDef & definition);
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const BeaconGameObjDef & Get_Definition (void) const;
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//
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// RTTI
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//
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virtual BeaconGameObj * As_BeaconGameObj (void) { return this; }
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//
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// Save / Load / Construction Factory
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//
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bool Save (ChunkSaveClass & csave);
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bool Load (ChunkLoadClass & cload);
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const PersistFactoryClass & Get_Factory (void) const;
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//
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// GameObj methods
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//
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void Think (void);
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void Get_Information (StringClass &string);
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//
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// Beacon initialization
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//
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void Init_Beacon (const WeaponDefinitionClass *definiton, SoldierGameObj *owner, const Vector3 &position);
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//
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// Beacon stuff
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//
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bool Can_Place_Here (const Vector3 &position);
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void On_Arming_Interrupted (void);
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void Begin_Arming (void);
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void On_Poked (ScriptableGameObj *poker);
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virtual void Completely_Damaged( const OffenseObjectClass & damager );
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virtual void Export_Rare( BitStreamClass &packet );
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virtual void Import_Rare( BitStreamClass &packet );
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SoldierGameObj * Get_Owner (void);
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private:
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////////////////////////////////////////////////////////////////
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// Private methods
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////////////////////////////////////////////////////////////////
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void Load_Variables (ChunkLoadClass &cload);
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void Stop_Armed_Sound (void);
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void Stop_Current_Message_Sound (void);
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void Display_Message (int text_id);
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void Start_Owner_Animation (void);
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void Stop_Owner_Animation (void);
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bool Was_Owner_Interrupted (void);
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void Start_Cinematic (int id);
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bool Is_In_Enemy_Base( void );
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void Create_Explosion (void);
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//
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// State support
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//
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void Set_State (int state);
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void Update_State (void);
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BaseControllerClass * Get_Enemy_Base (void);
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////////////////////////////////////////////////////////////////
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// Private constants
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////////////////////////////////////////////////////////////////
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enum
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{
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STATE_NULL = 0,
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STATE_ARMING,
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STATE_ARMED,
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STATE_DISARMED,
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STATE_DETONATING
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};
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////////////////////////////////////////////////////////////////
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// Private member data
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////////////////////////////////////////////////////////////////
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GameObjReference Owner;
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int State;
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float StateTimer;
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float PreDetonateTimer;
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float DetonateTimer;
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float WarningTimer;
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AudibleSoundClass * ArmedSound;
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AudibleSoundClass * MessageSound;
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bool IsArmed;
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const WeaponDefinitionClass * WeaponDefinition;
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GameObjReference CinematicObject;
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void * OwnerBackup;
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void Restore_Owner( void );
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};
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#endif // __BEACONGAMEOBJ_H
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