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Initial commit of Command & Conquer Renegade source code.
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191
Code/Combat/csdamageevent.cpp
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191
Code/Combat/csdamageevent.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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*** 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/csdamageevent.cpp $*
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* *
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* $Author:: Tom_s $*
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* *
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* $Modtime:: 11/24/01 10:36a $*
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* *
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* $Revision:: 6 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "csdamageevent.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include "networkobjectfactory.h"
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#include "combat.h"
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#include "networkobjectmgr.h"
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#include "gameobjmanager.h"
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#include "apppackettypes.h"
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#include "damage.h"
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#include "armedgameobj.h"
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#include "debug.h"
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DECLARE_NETWORKOBJECT_FACTORY(cCsDamageEvent, NETCLASSID_CSDAMAGEEVENT);
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//
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// Class statics
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//
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bool cCsDamageEvent::AreClientsTrusted = true;
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//-----------------------------------------------------------------------------
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cCsDamageEvent::cCsDamageEvent(void)
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{
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SenderId = 0;
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DamagerGOID = 0;
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DamageeGOID = 0;
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Damage = 0;
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Warhead = 0;
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Set_App_Packet_Type(APPPACKETTYPE_CSDAMAGEEVENT);
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Set_Unreliable_Override(true);
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}
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//-----------------------------------------------------------------------------
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void
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cCsDamageEvent::Init
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(
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int damager_go_id,
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int damagee_go_id,
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float damage,
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int warhead
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)
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{
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WWASSERT(CombatManager::I_Am_Only_Client());
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WWASSERT(AreClientsTrusted);
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SenderId = CombatManager::Get_My_Id();
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DamagerGOID = damager_go_id;
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DamageeGOID = damagee_go_id;
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Damage = damage;
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Warhead = warhead;
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Set_Network_ID(NetworkObjectMgrClass::Get_New_Client_ID());
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Set_Object_Dirty_Bit(0, BIT_CREATION, true);
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}
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//-----------------------------------------------------------------------------
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void
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cCsDamageEvent::Act
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(
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void
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)
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{
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WWASSERT(CombatManager::I_Am_Server());
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if (AreClientsTrusted)
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{
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// process the member data here. Include sanity checks.
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// Find the gameobj with the damagee id
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PhysicalGameObj * obj = GameObjManager::Find_PhysicalGameObj( DamageeGOID );
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if ( obj ) {
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// Make an offense object
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PhysicalGameObj * damager = GameObjManager::Find_PhysicalGameObj( DamagerGOID );
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if ( damager != NULL && damager->As_ArmedGameObj() != NULL ) {
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OffenseObjectClass offense( Damage, Warhead, damager->As_ArmedGameObj());
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// obj->Get_Defense_Object()->Do_Damage( offense );
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// We need to use apply damage extended in order to allow things to die.
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offense.ForceServerDamage = true;
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#if 0
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// guess at the damage direction
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Vector3 direction;
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Vector3 pos;
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damager->Get_Position( &pos );
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obj->Get_Position( &direction );
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direction -= pos;
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direction.Normalize();
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obj->Apply_Damage_Extended( offense, 1.0f, direction );
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#else
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obj->Apply_Damage_Extended( offense );
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#endif
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// Debug_Say(( "Applying Client damage of %f from %d to %d\n", Damage, DamagerGOID, DamageeGOID ));
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} else {
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// Debug_Say(( "Error: Client damage Damagee %d not found\n", DamageeGOID ));
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}
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} else {
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// Debug_Say(( "Error: Client damage Damagee %d not found\n", DamageeGOID ));
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}
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} else {
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Debug_Say(( "Error: Receiving Client damage when clients are not trusted\n" ));
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}
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Set_Delete_Pending();
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}
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//-----------------------------------------------------------------------------
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void
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cCsDamageEvent::Export_Creation
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(
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BitStreamClass & packet
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)
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{
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WWASSERT(CombatManager::I_Am_Only_Client());
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NetworkObjectClass::Export_Creation(packet);
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WWASSERT(SenderId > 0);
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packet.Add(SenderId);
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packet.Add(DamagerGOID);
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packet.Add(DamageeGOID);
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packet.Add(Damage);
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packet.Add(Warhead);
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Set_Delete_Pending();
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}
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//-----------------------------------------------------------------------------
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void
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cCsDamageEvent::Import_Creation
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(
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BitStreamClass & packet
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)
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{
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WWASSERT(CombatManager::I_Am_Server());
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NetworkObjectClass::Import_Creation(packet);
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packet.Get(SenderId);
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packet.Get(DamagerGOID);
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packet.Get(DamageeGOID);
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packet.Get(Damage);
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packet.Get(Warhead);
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WWASSERT(SenderId > 0);
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Act();
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}
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