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Initial commit of Command & Conquer Renegade source code.
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Code/Combat/clientcontrol.h
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79
Code/Combat/clientcontrol.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/clientcontrol.h $*
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* *
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* $Author:: Tom_s $*
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* *
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* $Modtime:: 9/17/01 4:18p $*
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* *
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* $Revision:: 3 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef __CLIENTCONTROL_H__
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#define __CLIENTCONTROL_H__
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#include "networkobject.h"
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#include "netclassids.h"
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#include "control.h"
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//-----------------------------------------------------------------------------
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//
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// A C-S mirrored object to represent client control and targeting data
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//
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class CClientControl : public NetworkObjectClass
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{
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public:
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CClientControl();
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~CClientControl();
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void Init(void);
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virtual uint32 Get_Network_Class_ID(void) const {return NETCLASSID_CLIENTCONTROL;}
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virtual void Delete(void) {delete this;}
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void Set_Update_Flag(int id);
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virtual void Export_Creation(BitStreamClass &packet);
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virtual void Import_Creation(BitStreamClass &packet);
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virtual void Export_Frequent(BitStreamClass &packet);
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virtual void Import_Frequent(BitStreamClass &packet);
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private:
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int ClientId;
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int SmartObjId;
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};
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//-----------------------------------------------------------------------------
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extern CClientControl * PClientControl;
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//-----------------------------------------------------------------------------
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#endif // __CLIENTCONTROL_H__
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