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Initial commit of Command & Conquer Renegade source code.
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252
Code/Combat/scriptzone.h
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252
Code/Combat/scriptzone.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/scriptzone.h $*
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* *
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* $Author:: Patrick $*
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* *
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* $Modtime:: 11/27/01 4:46p $*
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* *
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* $Revision:: 14 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef SCRIPTZONEOBJ_H
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#define SCRIPTZONEOBJ_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 SCRIPTABLEGAMEOBJ_H
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#include "scriptablegameobj.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 SLIST_H
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#include "slist.h"
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#endif
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/*
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** ZoneConstants
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** Convienent namespace declaration for the constants used with zones
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*/
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namespace ZoneConstants
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{
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typedef enum
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{
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TYPE_DEFAULT = 0,
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TYPE_CTF,
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TYPE_VEHICLE_CONSTRUCTION,
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TYPE_VEHICLE_REPAIR,
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TYPE_TIBERIUM_FIELD,
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TYPE_BEACON,
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TYPE_GDI_TIB_FIELD,
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TYPE_NOD_TIB_FIELD,
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TYPE_COUNT
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} ZoneType;
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}
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/*
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** ZoneGameObjDef - Defintion class for a ZoneGameObj
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*/
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class ScriptZoneGameObjDef : public ScriptableGameObjDef
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{
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public:
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ScriptZoneGameObjDef( 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 bool Is_Valid_Config (StringClass &message) { return true; }
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virtual const PersistFactoryClass & Get_Factory( void ) const;
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DECLARE_EDITABLE( ScriptZoneGameObjDef, ScriptableGameObjDef );
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const Vector3 & Get_Color (void) const { return Color; }
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ZoneConstants::ZoneType Get_Type (void) const { return ZoneType; }
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protected:
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ZoneConstants::ZoneType ZoneType;
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Vector3 Color;
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bool IsCTFZone;
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bool CheckStarsOnly;
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bool IsEnvironmentZone;
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friend class ScriptZoneGameObj;
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};
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/*
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**
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*/
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class ScriptZoneGameObj : public ScriptableGameObj {
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public:
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ScriptZoneGameObj();
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virtual ~ScriptZoneGameObj();
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// Definitions
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virtual void Init( void );
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void Init( const ScriptZoneGameObjDef & definition );
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const ScriptZoneGameObjDef & Get_Definition( void ) const;
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// RTTI
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ScriptZoneGameObj *As_ScriptZoneGameObj( void ) { return this; };
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// Save / Load / Construction Factory
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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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// Thinking
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virtual void Think();
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virtual void Get_Position(Vector3 * set_pos) const { *set_pos = BoundingBox.Center; }
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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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// PlayerType (a simple copy of what's used in PhyiscalGameObj, needed for CTF
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int Get_Player_Type( void) const { return PlayerType; }
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void Set_Player_Type( int type ) { PlayerType = type; }
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int Count_Team_Members_Inside( int player_type );
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static ScriptZoneGameObj * Find_Closest_Zone (const Vector3 &pos, ZoneConstants::ZoneType type);
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// Network support
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//virtual bool Exists_On_Client( void ) const;
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bool Is_Environment_Zone( void ) { return Get_Definition().IsEnvironmentZone; }
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protected:
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OBBoxClass BoundingBox;
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int PlayerType;
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// a list of all SMART objects currently inside me and a checking function
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SList<GameObjReference> InsideList;
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void Entered( SmartGameObj * obj );
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bool In_List( SmartGameObj * obj );
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bool Inside_Me( const SmartGameObj * obj );
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};
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#endif
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#if 0
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// New Zone System
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// We need zones for script triggering, transitions, doors, elevators, spawners
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// Can Zones trigger from Soldier / smart / physical?
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/*
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**
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*/
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class ZoneObserverClass {
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typedef enum {
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ENTERED,
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EXITED,
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TRIGGER,
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VEHICLE_KEY,
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};
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void Trigger( SmartGameObj * obj, int trigger_type ) = 0;
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void Object_Entered( SmartGameObj * obj ) = 0;
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void Object_Exited( SmartGameObj * obj ) = 0;
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void Object_Inside_Actioned( SmartGameObj * obj, int action_type ) = 0;
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};
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/*
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** Abstract Base ZoneClass
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*/
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class ZoneClass {
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public:
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void Set_Zone( const OBBoxClass & zone );
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void Set_Observer( ZoneObserverClass * observer );
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void Trigger_Check( const DynamicVectorClass<SmartGameObj *> & obj_list ) = 0;
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protected:
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OBBoxClass ZoneBox;
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ZoneObserverClass * Observer;
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}
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/*
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** EnterExitZoneClass maintains a list of SmartGameObject inside it
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** and notifies observer of enter and exit changes.
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*/
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class EnterExitZoneClass : public ZoneClass {
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public:
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void Trigger_Check( const DynamicVectorClass<SmartGameObj *> & obj_list );
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protected:
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DynamicVectorClass<SmartGameObj *> Contents; // Must be a gameobjreference
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};
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/*
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** TransitionZoneClass
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*/
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class TransitionZoneClass : public ZoneClass {
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public:
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void Set_Trigger_Movement_Vector( const Vector3 & trigger_move );
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void Set_Trigger_Movement_Threshhold( float threshold );
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void Set_TM( const Matrix3D & tm );
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void Trigger_Check( const DynamicVectorClass<SmartGameObj *> & obj_list );
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protected:
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Matrix3D TM;
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};
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/*
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**
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*/
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class ZoneManager {
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void Update( void );
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// Add a zone
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void Add_Zone( ZoneClass * zone );
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void Remove_Zone( ZoneClass * zone );
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};
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#endif // SCRIPTZONEOBJ
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