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Initial commit of Command & Conquer Renegade source code.
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113
Code/Combat/damagezone.h
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113
Code/Combat/damagezone.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/damagezone.h $*
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* *
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* $Author:: Byon_g $*
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* *
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* $Modtime:: 7/16/01 11:20a $*
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* *
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* $Revision:: 12 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef DAMAGEZONE_H
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#define DAMAGEZONE_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 OBBOX_H
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#include "obbox.h"
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#endif
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#ifndef BASEGAMEOBJ_H
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#include "basegameobj.h"
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#endif
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/*
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** Damage Zone Definition
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*/
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class DamageZoneGameObjDef : public BaseGameObjDef
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{
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public:
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DamageZoneGameObjDef( 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( DamageZoneGameObjDef, BaseGameObjDef );
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const Vector3 & Get_Color (void) const { return Color; }
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protected:
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float DamageRate;
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int DamageWarhead;
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Vector3 Color;
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friend class DamageZoneGameObj;
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};
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/*
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** Damage Zone
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*/
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class DamageZoneGameObj : public BaseGameObj
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{
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public:
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DamageZoneGameObj( void );
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virtual ~DamageZoneGameObj( void );
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virtual void Init( void );
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void Init( const DamageZoneGameObjDef & definition );
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const DamageZoneGameObjDef & Get_Definition( 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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// Bounding Box
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void Set_Bounding_Box( OBBoxClass & box ) { BoundingBox = box; }
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const OBBoxClass & Get_Bounding_Box(void) { return BoundingBox; }
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virtual void Think( void );
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// Network support
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//virtual bool Exists_On_Client( void ) const { return false; }
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protected:
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OBBoxClass BoundingBox;
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float DamageTimer;
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};
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#endif
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