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Initial commit of Command & Conquer Renegade source code.
This commit is contained in:
158
Code/Combat/specialeffectsgameobj.h
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158
Code/Combat/specialeffectsgameobj.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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*** 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/specialeffectsgameobj.h $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 7/16/01 11:20a $*
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* *
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* $Revision:: 3 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef __SPECIALEFFECTSGAMEOBJ_H
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#define __SPECIALEFFECTSGAMEOBJ_H
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#include "physicalgameobj.h"
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////////////////////////////////////////////////////////////////
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// Forward declarations
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////////////////////////////////////////////////////////////////
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class ChunkSaveClass;
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class ChunkLoadClass;
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////////////////////////////////////////////////////////////////
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//
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// SpecialEffectsGameObjDef
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//
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////////////////////////////////////////////////////////////////
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class SpecialEffectsGameObjDef : public PhysicalGameObjDef
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{
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public:
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DECLARE_EDITABLE (SpecialEffectsGameObjDef, PhysicalGameObjDef);
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////////////////////////////////////////////////////////////////
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// Public constructors/destructors
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////////////////////////////////////////////////////////////////
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SpecialEffectsGameObjDef (void);
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virtual ~SpecialEffectsGameObjDef (void);
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////////////////////////////////////////////////////////////////
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// Public methods
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////////////////////////////////////////////////////////////////
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uint32 Get_Class_ID (void) const;
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PersistClass * Create (void) const;
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bool Save (ChunkSaveClass &csave);
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bool Load (ChunkLoadClass &cload);
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const PersistFactoryClass & Get_Factory (void) const;
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protected:
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////////////////////////////////////////////////////////////////
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// Protected methods
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////////////////////////////////////////////////////////////////
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void Save_Variables (ChunkSaveClass &csave);
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void Load_Variables (ChunkLoadClass &cload);
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////////////////////////////////////////////////////////////////
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// Protected member data
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////////////////////////////////////////////////////////////////
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StringClass AnimationName;
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int SoundDefID;
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////////////////////////////////////////////////////////////////
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// Friends
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////////////////////////////////////////////////////////////////
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friend class SpecialEffectsGameObj;
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};
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////////////////////////////////////////////////////////////////
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//
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// SpecialEffectsGameObj
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//
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////////////////////////////////////////////////////////////////
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class SpecialEffectsGameObj : public PhysicalGameObj
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{
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public:
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////////////////////////////////////////////////////////////////
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// Public constructors/destructors
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////////////////////////////////////////////////////////////////
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SpecialEffectsGameObj (void);
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virtual ~SpecialEffectsGameObj (void);
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////////////////////////////////////////////////////////////////
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// Public methods
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////////////////////////////////////////////////////////////////
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//
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// Definition support
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//
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virtual void Init( void );
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void Init (const SpecialEffectsGameObjDef &definition);
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const SpecialEffectsGameObjDef & Get_Definition (void) const;
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//
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// From PersistClass
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//
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bool Save (ChunkSaveClass &csave);
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bool Load (ChunkLoadClass &cload);
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const PersistFactoryClass & Get_Factory (void) const;
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//
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// Thinking
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//
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void Think (void);
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protected:
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////////////////////////////////////////////////////////////////
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// Protected methods
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////////////////////////////////////////////////////////////////
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void Do_Effect (void);
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void Save_Variables (ChunkSaveClass &csave);
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void Load_Variables (ChunkLoadClass &cload);
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////////////////////////////////////////////////////////////////
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// Protected member data
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////////////////////////////////////////////////////////////////
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float LifeRemaining;
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bool IsInitialized;
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};
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#endif //__SPECIALEFFECTSGAMEOBJ_H
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