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Initial commit of Command & Conquer Renegade source code.
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108
Code/Combat/buildingmonitor.h
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108
Code/Combat/buildingmonitor.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/buildingmonitor.h $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 11/29/01 11:03a $*
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* *
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* $Revision:: 4 $*
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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 __BUILDINGMONITOR_H
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#define __BUILDINGMONITOR_H
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#include "gameobjobserver.h"
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////////////////////////////////////////////////////////////////
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// Forward declarations
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////////////////////////////////////////////////////////////////
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class BuildingGameObj;
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////////////////////////////////////////////////////////////////
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//
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// BuildingMonitorClass
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//
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////////////////////////////////////////////////////////////////
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class BuildingMonitorClass : public GameObjObserverClass
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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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BuildingMonitorClass (void) :
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Building (NULL) {}
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~BuildingMonitorClass (void) {}
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////////////////////////////////////////////////////////////////////
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// Public methods
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////////////////////////////////////////////////////////////////////
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void Set_Building (BuildingGameObj *building) { Building = building; }
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//
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// From GameObjObeserverClass
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//
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const char * Get_Name (void) { return "BuildingMonitorClass"; }
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void Killed (GameObject *game_obj, GameObject *killer);
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void Damaged (GameObject *game_obj, GameObject *damager, float amount );
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void Custom (GameObject *game_obj, int type, int param, GameObject *sender);
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//
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// Unused methods from the base class
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//
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void Attach (GameObject *) {}
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void Detach (GameObject *) {}
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void Created (GameObject *) {}
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void Destroyed (GameObject *) {}
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void Sound_Heard (GameObject *, const CombatSound &) {}
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void Enemy_Seen (GameObject *, GameObject *) {}
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void Action_Complete (GameObject *, int, ActionCompleteReason) {}
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void Timer_Expired (GameObject *, int) {}
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void Animation_Complete (GameObject *, const char *) {}
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void Poked (GameObject *, GameObject *) {}
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void Entered (GameObject *, GameObject *) {}
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void Exited (GameObject *, GameObject *) {}
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private:
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////////////////////////////////////////////////////////////////////
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// Private member data
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////////////////////////////////////////////////////////////////////
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BuildingGameObj * Building;
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};
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#endif //__BUILDINGMONITOR_H
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