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https://github.com/electronicarts/CnC_Renegade.git
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Initial commit of Command & Conquer Renegade source code.
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177
Code/Combat/conversationremark.cpp
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177
Code/Combat/conversationremark.cpp
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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/conversationremark.cpp $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 1/25/01 3:09p $*
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* *
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* $Revision:: 2 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "conversationremark.h"
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#include "chunkio.h"
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////////////////////////////////////////////////////////////////
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// Constants
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////////////////////////////////////////////////////////////////
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enum
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{
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CHUNKID_BASE_CLASS = 0x01250306,
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CHUNKID_VARIABLES,
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};
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enum
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{
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VARID_ORATORID = 0,
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VARID_TEXTID,
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VARID_ANIMATION_NAME
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};
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////////////////////////////////////////////////////////////////
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//
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// ConversationRemarkClass
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//
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////////////////////////////////////////////////////////////////
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ConversationRemarkClass::ConversationRemarkClass (void) :
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OratorID (0),
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TextID (0)
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{
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// ConversationRemarkClass
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//
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////////////////////////////////////////////////////////////////
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ConversationRemarkClass::ConversationRemarkClass (const ConversationRemarkClass &src) :
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OratorID (0),
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TextID (0)
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{
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(*this) = src;
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// ~ConversationRemarkClass
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//
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////////////////////////////////////////////////////////////////
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ConversationRemarkClass::~ConversationRemarkClass (void)
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{
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// operator=
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//
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////////////////////////////////////////////////////////////////
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const ConversationRemarkClass &
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ConversationRemarkClass::operator= (const ConversationRemarkClass &src)
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{
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OratorID = src.OratorID;
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TextID = src.TextID;
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AnimationName = src.AnimationName;
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return *this;
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}
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////////////////////////////////////////////////////////////////
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//
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// Save
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//
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////////////////////////////////////////////////////////////////
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bool
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ConversationRemarkClass::Save (ChunkSaveClass &csave)
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{
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csave.Begin_Chunk (CHUNKID_VARIABLES);
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WRITE_MICRO_CHUNK_WWSTRING (csave, VARID_ANIMATION_NAME, AnimationName);
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WRITE_MICRO_CHUNK (csave, VARID_ORATORID, OratorID);
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WRITE_MICRO_CHUNK (csave, VARID_TEXTID, TextID);
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csave.End_Chunk ();
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return true;
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}
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////////////////////////////////////////////////////////////////
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//
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// Load
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//
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////////////////////////////////////////////////////////////////
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bool
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ConversationRemarkClass::Load (ChunkLoadClass &cload)
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{
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while (cload.Open_Chunk ()) {
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switch (cload.Cur_Chunk_ID ()) {
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case CHUNKID_VARIABLES:
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Load_Variables (cload);
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break;
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}
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cload.Close_Chunk ();
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}
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return true;
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}
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///////////////////////////////////////////////////////////////////////
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//
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// Load_Variables
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//
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///////////////////////////////////////////////////////////////////////
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void
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ConversationRemarkClass::Load_Variables (ChunkLoadClass &cload)
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{
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//
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// Loop through all the microchunks that define the variables
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//
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while (cload.Open_Micro_Chunk ()) {
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switch (cload.Cur_Micro_Chunk_ID ()) {
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READ_MICRO_CHUNK_WWSTRING (cload, VARID_ANIMATION_NAME, AnimationName);
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READ_MICRO_CHUNK (cload, VARID_ORATORID, OratorID);
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READ_MICRO_CHUNK (cload, VARID_TEXTID, TextID);
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}
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cload.Close_Micro_Chunk ();
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}
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return ;
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}
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