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Initial commit of Command & Conquer Renegade source code.
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129
Code/Combat/cinematicgameobj.h
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129
Code/Combat/cinematicgameobj.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/cinematicgameobj.h $*
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* *
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* $Author:: Tom_s $*
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* *
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* $Modtime:: 9/17/01 4:24p $*
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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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#ifndef CINEMATICGAMEOBJ_H
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#define CINEMATICGAMEOBJ_H
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#ifndef ALWAYS_H
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#include "always.h"
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#endif
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#ifndef ARMEDGAMEOBJ_H
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#include "armedgameobj.h"
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#endif
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class AudibleSoundClass;
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/*
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** CinematicGameObjDef - Defintion class for a CinematicGameObj
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*/
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class CinematicGameObjDef : public ArmedGameObjDef
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{
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public:
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CinematicGameObjDef( void );
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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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DECLARE_EDITABLE( CinematicGameObjDef, ArmedGameObjDef );
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protected:
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int SoundDefID;
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StringClass SoundBoneName;
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StringClass AnimationName;
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bool AutoFireWeapon;
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bool DestroyAfterAnimation;
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bool CameraRelative;
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friend class CinematicGameObj;
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};
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/*
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**
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*/
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class CinematicGameObj : public ArmedGameObj {
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public:
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CinematicGameObj();
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virtual ~CinematicGameObj();
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// Definitions
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virtual void Init( void );
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void Init( const CinematicGameObjDef & definition );
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const CinematicGameObjDef & Get_Definition( void ) const ;
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void Cinematic_Init( void );
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// Save / Load / Construction Factory
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virtual bool Save( ChunkSaveClass & csave );
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virtual bool Load( ChunkLoadClass & cload );
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virtual void On_Post_Load( void );
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virtual const PersistFactoryClass & Get_Factory( void ) const;
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// Think
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virtual void Think( void );
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virtual void Post_Think( void );
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// Type Identification
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virtual CinematicGameObj *As_CinematicGameObj( void ) { return this; }
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// Sound
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void Set_Sound( int sound_def_id, const char * bone_name = "" );
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// Damage
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virtual bool Takes_Explosion_Damage( void ) { return false; }
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virtual void Completely_Damaged( const OffenseObjectClass & damager );
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// Information
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float Get_Animation_Length( void );
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// Network support
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//TSS: why import with no export?
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//virtual void Import_Creation( BitStreamClass &packet );
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// Network support
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virtual void Export_Rare( BitStreamClass &packet );
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virtual void Import_Rare( BitStreamClass &packet );
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protected:
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AudibleSoundClass *Sound;
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};
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#endif // CINEMATICGAMEOBJ_H
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