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Initial commit of Command & Conquer Renegade source code.
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Code/Combat/ffactorylist.h
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90
Code/Combat/ffactorylist.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/ffactorylist.h $*
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 6/20/02 2:07p $*
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* *
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* $Revision:: 8 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef FFACTORYLIST_H
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#define FFACTORYLIST_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 SIMPLEVEC_H
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#include "simplevec.h"
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#endif
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#ifndef FFACTORY_H
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#include "ffactory.h"
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#endif
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/*
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**
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*/
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class FileFactoryListClass : public FileFactoryClass {
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public:
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FileFactoryListClass( void );
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~FileFactoryListClass( void );
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void Add_FileFactory( FileFactoryClass * factory, const char * name );
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void Remove_FileFactory( FileFactoryClass * factory );
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FileFactoryClass *Remove_FileFactory(void);
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void Set_Search_Start( const char *name );
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void Reset_Search_Start( void ) { SearchStartIndex = 0; }
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void Add_Temp_FileFactory( FileFactoryClass * factory );
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FileFactoryClass * Remove_Temp_FileFactory( void );
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FileFactoryClass * Peek_Temp_FileFactory( void ) { return TempFactory; }
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virtual FileClass * Get_File( char const *filename );
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virtual void Return_File( FileClass *file );
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static FileFactoryListClass * Get_Instance( void ) { return Instance; }
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int Get_Factory_Count (void) const { return FactoryList.Count (); }
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FileFactoryClass * Get_Factory (int index) { return FactoryList[index]; }
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private:
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FileFactoryClass * TempFactory;
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SimpleDynVecClass<FileFactoryClass *> FactoryList;
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DynamicVectorClass<StringClass> FactoryNameList;
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int SearchStartIndex;
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static FileFactoryListClass * Instance;
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};
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#endif
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