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https://github.com/electronicarts/CnC_Renegade.git
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Initial commit of Command & Conquer Renegade source code.
This commit is contained in:
441
Code/Combat/purchasesettings.cpp
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441
Code/Combat/purchasesettings.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/purchasesettings.cpp $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 1/05/02 6:04p $*
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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 "purchasesettings.h"
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#include "combatchunkid.h"
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#include "wwhack.h"
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#include "persistfactory.h"
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#include "definitionfactory.h"
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#include "simpledefinitionfactory.h"
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#include "debug.h"
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#include "translatedb.h"
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//////////////////////////////////////////////////////////////////////
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// Force links
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//////////////////////////////////////////////////////////////////////
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DECLARE_FORCE_LINK (PurchaseSettings)
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///////////////////////////////////////////////////////////////////////////////////////////
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// Factories
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///////////////////////////////////////////////////////////////////////////////////////////
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SimplePersistFactoryClass<PurchaseSettingsDefClass, CHUNKID_GLOBAL_SETTINGS_DEF_PURCHASE> _PurchaseDefPersistFactory;
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DECLARE_DEFINITION_FACTORY(PurchaseSettingsDefClass, CLASSID_GLOBAL_SETTINGS_DEF_PURCHASE, "Purchase Settings") _PurchaseDefDefFactory;
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///////////////////////////////////////////////////////////////////////////////////////////
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// Save/load constants
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///////////////////////////////////////////////////////////////////////////////////////////
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enum
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{
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CHUNKID_PARENT = 0x08071203,
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CHUNKID_VARIABLES,
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VARID_TEAM = 1,
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VARID_TYPE,
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XXX_VARID_ROW,
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XXX_VARID_COL,
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VARID_COST,
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VARID_DEFINITION,
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VARID_TEXTURE_NAME,
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VARID_NAME,
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VARID_INDEX,
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VARID_ALT_INDEX,
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VARID_ALT_TEXTURE_NAME,
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VARID_ALT_DEFINITION
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};
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//////////////////////////////////////////////////////////////////////
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// Static member initialization
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//////////////////////////////////////////////////////////////////////
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PurchaseSettingsDefClass * PurchaseSettingsDefClass::DefinitionArray[TYPE_COUNT][TEAM_COUNT] = { 0 };
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//////////////////////////////////////////////////////////////////////
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//
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// PurchaseSettingsDefClass
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//
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//////////////////////////////////////////////////////////////////////
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PurchaseSettingsDefClass::PurchaseSettingsDefClass (void) :
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Team (TEAM_GDI),
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Type (TYPE_CLASSES)
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{
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//
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// Initialize the cost and definition lists
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//
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::memset (CostList, 0, sizeof (CostList));
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::memset (DefinitionList, 0, sizeof (DefinitionList));
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::memset (NameList, 0, sizeof (NameList));
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::memset (AlternateDefinitionList, 0, sizeof (AlternateDefinitionList));
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//
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// Configure the enum parameters for the editable system
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//
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#ifdef PARAM_EDITING_ON
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EnumParameterClass *param1 = new EnumParameterClass ((int *)&Team);
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param1->Set_Name ("Team");
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param1->Add_Value ("GDI", TEAM_GDI);
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param1->Add_Value ("NOD", TEAM_NOD);
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param1->Add_Value ("Mutant GDI", TEAM_MUTANT_GDI);
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param1->Add_Value ("Mutant NOD", TEAM_MUTANT_NOD);
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GENERIC_EDITABLE_PARAM (PurchaseSettingsDefClass, param1)
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EnumParameterClass *param2 = new EnumParameterClass ((int *)&Type);
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param2->Set_Name ("Team");
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param2->Add_Value ("Character Classes", TYPE_CLASSES);
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param2->Add_Value ("Vehicles", TYPE_VEHICLES);
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param2->Add_Value ("Equipment", TYPE_EQUIPMENT);
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param2->Add_Value ("Secret Classes", TYPE_SECRET_CLASSES);
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param2->Add_Value ("Secret Vehicles", TYPE_SECRET_VEHICLES);
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GENERIC_EDITABLE_PARAM (PurchaseSettingsDefClass, param2)
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#endif //PARAM_EDITING_ON
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//
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// Configure the editable system
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//
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for (int index = 0; index < MAX_ENTRIES; index ++) {
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//
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// Add a separator for this entry
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//
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StringClass name;
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name.Format ("Entry %d", index + 1);
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PARAM_SEPARATOR (PurchaseSettingsDefClass, (const char *)name);
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//
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// Add fields for the cost, texture, and object
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//
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NAMED_EDITABLE_PARAM (PurchaseSettingsDefClass, ParameterClass::TYPE_STRINGSDB_ID, NameList[index], "Name");
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NAMED_EDITABLE_PARAM (PurchaseSettingsDefClass, ParameterClass::TYPE_INT, CostList[index], "Cost");
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NAMED_EDITABLE_PARAM (PurchaseSettingsDefClass, ParameterClass::TYPE_STRING, TextureList[index], "Texture");
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#ifdef PARAM_EDITING_ON
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GenericDefParameterClass *param = new GenericDefParameterClass (&(DefinitionList[index]));
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param->Set_Class_ID (CLASSID_GAME_OBJECTS);
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param->Set_Name ("Object");
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GENERIC_EDITABLE_PARAM(PurchaseSettingsDefClass, param)
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//
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// Insert the alternate textures and definitions
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//
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for (int alt_index = 0; alt_index < MAX_ALTERNATES; alt_index ++) {
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name.Format ("Alt Texture %d", alt_index + 1);
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NAMED_EDITABLE_PARAM (PurchaseSettingsDefClass, ParameterClass::TYPE_STRING, AlternateTextureList[index][alt_index], name);
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name.Format ("Alt Object %d", alt_index + 1);
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GenericDefParameterClass *param = new GenericDefParameterClass (&(AlternateDefinitionList[index][alt_index]));
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param->Set_Class_ID (CLASSID_GAME_OBJECTS);
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param->Set_Name (name);
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GENERIC_EDITABLE_PARAM (PurchaseSettingsDefClass, param)
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}
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#endif //PARAM_EDITING_ON
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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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// ~PurchaseSettingsDefClass
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//
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//////////////////////////////////////////////////////////////////////
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PurchaseSettingsDefClass::~PurchaseSettingsDefClass (void)
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{
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//
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// Remove this entry from the static array
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//
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if (Type < TYPE_COUNT && Team < TEAM_COUNT) {
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DefinitionArray[Type][Team] = NULL;
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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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// Get_Class_ID
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//
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///////////////////////////////////////////////////////////////////////////////////////////
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uint32
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PurchaseSettingsDefClass::Get_Class_ID (void) const
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{
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return CLASSID_GLOBAL_SETTINGS_DEF_PURCHASE;
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}
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///////////////////////////////////////////////////////////////////////////////////////////
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//
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// Get_Factory
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//
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///////////////////////////////////////////////////////////////////////////////////////////
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const PersistFactoryClass &
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PurchaseSettingsDefClass::Get_Factory (void) const
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{
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return _PurchaseDefPersistFactory;
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}
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///////////////////////////////////////////////////////////////////////////////////////////
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//
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// Create
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//
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///////////////////////////////////////////////////////////////////////////////////////////
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PersistClass *
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PurchaseSettingsDefClass::Create (void) const
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{
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WWASSERT (0);
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return NULL;
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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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PurchaseSettingsDefClass::Save (ChunkSaveClass &csave)
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{
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csave.Begin_Chunk (CHUNKID_PARENT);
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DefinitionClass::Save (csave);
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csave.End_Chunk ();
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csave.Begin_Chunk (CHUNKID_VARIABLES);
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//
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// Save the simple variables
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//
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WRITE_MICRO_CHUNK (csave, VARID_TEAM, Team);
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WRITE_MICRO_CHUNK (csave, VARID_TYPE, Type);
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//
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// Save the lists
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//
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for (int index = 0; index < MAX_ENTRIES; index ++) {
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WRITE_MICRO_CHUNK (csave, VARID_INDEX, index);
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WRITE_MICRO_CHUNK (csave, VARID_COST, CostList[index]);
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WRITE_MICRO_CHUNK (csave, VARID_DEFINITION, DefinitionList[index]);
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WRITE_MICRO_CHUNK (csave, VARID_NAME, NameList[index]);
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WRITE_MICRO_CHUNK_WWSTRING (csave, VARID_TEXTURE_NAME, TextureList[index]);
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for (int alt_index = 0; alt_index < MAX_ALTERNATES; alt_index ++) {
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WRITE_MICRO_CHUNK (csave, VARID_ALT_INDEX, alt_index);
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WRITE_MICRO_CHUNK_WWSTRING (csave, VARID_ALT_TEXTURE_NAME, AlternateTextureList[index][alt_index]);
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WRITE_MICRO_CHUNK (csave, VARID_ALT_DEFINITION, AlternateDefinitionList[index][alt_index]);
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}
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}
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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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PurchaseSettingsDefClass::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_PARENT:
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DefinitionClass::Load (cload);
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break;
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case CHUNKID_VARIABLES:
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Load_Variables (cload);
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break;
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default:
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Debug_Say(("Unhandled Chunk:%d File:%s Line:%d\r\n",cload.Cur_Chunk_ID(),__FILE__,__LINE__));
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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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PurchaseSettingsDefClass::Load_Variables (ChunkLoadClass &cload)
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{
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int entry_index = 0;
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int alt_index = 0;
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while (cload.Open_Micro_Chunk ()) {
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switch(cload.Cur_Micro_Chunk_ID ()) {
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//
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// Read the type and team information
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//
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READ_MICRO_CHUNK (cload, VARID_TEAM, Team);
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READ_MICRO_CHUNK (cload, VARID_TYPE, Type);
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//
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// Read the current list entry
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//
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READ_MICRO_CHUNK (cload, VARID_INDEX, entry_index);
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READ_MICRO_CHUNK (cload, VARID_ALT_INDEX, alt_index);
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case VARID_COST:
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if (entry_index >= 0 && entry_index < MAX_ENTRIES) {
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LOAD_MICRO_CHUNK (cload, CostList[entry_index]);
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}
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break;
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case VARID_DEFINITION:
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if (entry_index >= 0 && entry_index < MAX_ENTRIES) {
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LOAD_MICRO_CHUNK (cload, DefinitionList[entry_index]);
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}
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break;
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case VARID_NAME:
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if (entry_index >= 0 && entry_index < MAX_ENTRIES) {
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LOAD_MICRO_CHUNK (cload, NameList[entry_index]);
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}
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break;
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case VARID_TEXTURE_NAME:
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if (entry_index >= 0 && entry_index < MAX_ENTRIES) {
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LOAD_MICRO_CHUNK_WWSTRING (cload, TextureList[entry_index]);
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}
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break;
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case VARID_ALT_DEFINITION:
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if (entry_index >= 0 && entry_index < MAX_ENTRIES && alt_index >= 0 && alt_index < MAX_ALTERNATES) {
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LOAD_MICRO_CHUNK (cload, AlternateDefinitionList[entry_index][alt_index]);
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}
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break;
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case VARID_ALT_TEXTURE_NAME:
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if (entry_index >= 0 && entry_index < MAX_ENTRIES && alt_index >= 0 && alt_index < MAX_ALTERNATES) {
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LOAD_MICRO_CHUNK_WWSTRING (cload, AlternateTextureList[entry_index][alt_index]);
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}
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break;
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default:
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Debug_Say (("Unhandled Micro Chunk:%d File:%s Line:%d\r\n", cload.Cur_Micro_Chunk_ID (), __FILE__, __LINE__));
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break;
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}
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cload.Close_Micro_Chunk();
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}
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//
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// Add this definition to the static array
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//
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if (Type < TYPE_COUNT && Team < TEAM_COUNT) {
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DefinitionArray[Type][Team] = this;
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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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// Get_Name
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//
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///////////////////////////////////////////////////////////////////////////////////////////
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const WCHAR *
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PurchaseSettingsDefClass::Get_Name (int index)
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{
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const WCHAR *retval = NULL;
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//
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// Return the translated string...
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//
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if (index >= 0 && index < MAX_ENTRIES && NameList[index] != 0) {
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retval = TRANSLATE (NameList[index]);
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}
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return retval;
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}
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///////////////////////////////////////////////////////////////////////////////////////////
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//
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// Find_Definition
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//
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///////////////////////////////////////////////////////////////////////////////////////////
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PurchaseSettingsDefClass *
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PurchaseSettingsDefClass::Find_Definition (TYPE type, TEAM team)
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{
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PurchaseSettingsDefClass *retval = DefinitionArray[type][team];
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if (retval == NULL) {
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//
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// If the type is "secret classes" try the base classes
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//
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if (type == TYPE_SECRET_CLASSES) {
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type = TYPE_CLASSES;
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}
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if (type == TYPE_SECRET_VEHICLES) {
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type = TYPE_VEHICLES;
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}
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//
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// Return the "base" definition if there was no definition
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// for one of the mutant types
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//
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if (team == TEAM_MUTANT_GDI) {
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retval = DefinitionArray[type][TEAM_GDI];
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} else if (team == TEAM_MUTANT_NOD) {
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retval = DefinitionArray[type][TEAM_NOD];
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}
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}
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return retval;
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}
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