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https://github.com/electronicarts/CnC_Renegade.git
synced 2025-12-15 23:21:40 -05:00
Initial commit of Command & Conquer Renegade source code.
This commit is contained in:
561
Code/Combat/warfactorygameobj.cpp
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561
Code/Combat/warfactorygameobj.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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*** 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/warfactorygameobj.cpp $Author:: Patrick $*
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* *
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* $Modtime:: 1/07/02 4:46p $*
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* *
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* $Revision:: 15 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "warfactorygameobj.h"
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#include "basecontroller.h"
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#include "vehicle.h"
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#include "wwhack.h"
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#include "simpledefinitionfactory.h"
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#include "persistfactory.h"
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#include "definitionmgr.h"
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#include "combatchunkid.h"
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#include "debug.h"
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#include "scriptzone.h"
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#include "wwprofile.h"
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#include "basecontroller.h"
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#include "combatchunkid.h"
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#include "hanim.h"
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#include "vehiclephys.h"
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////////////////////////////////////////////////////////////////
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// Hacks
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////////////////////////////////////////////////////////////////
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DECLARE_FORCE_LINK (WarFactory)
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////////////////////////////////////////////////////////////////
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// Editable and persist factories
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////////////////////////////////////////////////////////////////
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SimplePersistFactoryClass <WarFactoryGameObjDef, CHUNKID_GAME_OBJECT_DEF_WARFACTORY> _WarFactoryGameObjDefPersistFactory;
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SimplePersistFactoryClass <WarFactoryGameObj, CHUNKID_GAME_OBJECT_WARFACTORY> _WarFactoryGameObjPersistFactory;
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DECLARE_DEFINITION_FACTORY (WarFactoryGameObjDef, CLASSID_GAME_OBJECT_DEF_WARFACTORY, "WarFactory") _WarFactoryGameObjDefDefFactory;
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////////////////////////////////////////////////////////////////
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// Constants
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////////////////////////////////////////////////////////////////
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float UNITIALIZED_TIMER = -100.0F;
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const float WARFACTORY_LOCK_TIME = 26.0f;
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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_DEF_PARENT = 0x02200638,
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CHUNKID_DEF_VARIABLES,
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MICROCHUNKID_DEF_UNUSED = 1,
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};
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enum
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{
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CHUNKID_PARENT = 0x0219043,
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CHUNKID_VARIABLES,
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MICROCHUNKID_UNUSED = 1,
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};
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////////////////////////////////////////////////////////////////
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//
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// WarFactoryGameObjDef
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//
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////////////////////////////////////////////////////////////////
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WarFactoryGameObjDef::WarFactoryGameObjDef (void)
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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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// ~WarFactoryGameObjDef
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//
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////////////////////////////////////////////////////////////////
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WarFactoryGameObjDef::~WarFactoryGameObjDef (void)
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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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WarFactoryGameObjDef::Get_Class_ID (void) const
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{
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return CLASSID_GAME_OBJECT_DEF_WARFACTORY;
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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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WarFactoryGameObjDef::Create (void) const
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{
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WarFactoryGameObj *building = new WarFactoryGameObj;
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building->Init (*this);
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return building;
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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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bool
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WarFactoryGameObjDef::Save (ChunkSaveClass &csave)
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{
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csave.Begin_Chunk (CHUNKID_DEF_PARENT);
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VehicleFactoryGameObjDef::Save (csave);
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csave.End_Chunk ();
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csave.Begin_Chunk (CHUNKID_DEF_VARIABLES);
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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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WarFactoryGameObjDef::Load (ChunkLoadClass &cload)
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{
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while (cload.Open_Chunk ())
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{
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switch (cload.Cur_Chunk_ID ())
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{
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case CHUNKID_DEF_PARENT:
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VehicleFactoryGameObjDef::Load (cload);
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break;
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case CHUNKID_DEF_VARIABLES:
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Load_Variables (cload);
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break;
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default:
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Debug_Say (("Unrecognized WarFactory Def chunkID\n"));
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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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WarFactoryGameObjDef::Load_Variables (ChunkLoadClass &cload)
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{
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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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default:
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Debug_Say (("Unrecognized WarFactory Def Variable chunkID\n"));
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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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return ;
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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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WarFactoryGameObjDef::Get_Factory (void) const
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{
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return _WarFactoryGameObjDefPersistFactory;
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}
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////////////////////////////////////////////////////////////////
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//
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// WarFactoryGameObj
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//
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////////////////////////////////////////////////////////////////
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WarFactoryGameObj::WarFactoryGameObj (void) :
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CreationAnimationID (0),
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CreationFinishedTimer (UNITIALIZED_TIMER)
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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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// ~WarFactoryGameObj
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//
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////////////////////////////////////////////////////////////////
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WarFactoryGameObj::~WarFactoryGameObj (void)
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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_Factory
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//
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////////////////////////////////////////////////////////////////
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const PersistFactoryClass &
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WarFactoryGameObj::Get_Factory (void) const
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{
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return _WarFactoryGameObjPersistFactory;
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}
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////////////////////////////////////////////////////////////////
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//
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// Init
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//
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////////////////////////////////////////////////////////////////
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void WarFactoryGameObj::Init( void )
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{
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Init( Get_Definition() );
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}
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////////////////////////////////////////////////////////////////
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//
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// Init
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//
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////////////////////////////////////////////////////////////////
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void
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WarFactoryGameObj::Init (const WarFactoryGameObjDef &definition)
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{
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VehicleFactoryGameObj::Init (definition);
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Get_Definition
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//
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////////////////////////////////////////////////////////////////
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const WarFactoryGameObjDef &
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WarFactoryGameObj::Get_Definition (void) const
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{
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return (const WarFactoryGameObjDef &)BaseGameObj::Get_Definition ();
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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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WarFactoryGameObj::Save (ChunkSaveClass &csave)
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{
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csave.Begin_Chunk (CHUNKID_PARENT);
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VehicleFactoryGameObj::Save (csave);
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csave.End_Chunk ();
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csave.Begin_Chunk (CHUNKID_VARIABLES);
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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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WarFactoryGameObj::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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VehicleFactoryGameObj::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 (("Unrecognized WarFactory chunkID\n"));
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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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WarFactoryGameObj::Load_Variables (ChunkLoadClass &cload)
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{
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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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default:
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Debug_Say (("Unrecognized WarFactory Variable chunkID\n"));
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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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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// CnC_Initialize
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//
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////////////////////////////////////////////////////////////////
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void
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WarFactoryGameObj::CnC_Initialize (BaseControllerClass *base)
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{
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VehicleFactoryGameObj::CnC_Initialize (base);
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//
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// Get the building's "position"
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//
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Vector3 pos;
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Get_Position (&pos);
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//
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// Find the closest creation static anim phys
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//
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float closest2 = 99999.0F;
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RefPhysListIterator iterator = PhysicsSceneClass::Get_Instance()->Get_Static_Object_Iterator ();
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for (iterator.First (); !iterator.Is_Done (); iterator.Next ()) {
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StaticAnimPhysClass *anim_phys_obj = iterator.Peek_Obj ()->As_StaticAnimPhysClass ();
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//
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// Is this a vehicle creation static anim phys?
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//
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if (anim_phys_obj != NULL && anim_phys_obj->Peek_Model () != NULL) {
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StringClass name = anim_phys_obj->Peek_Model ()->Get_Name ();
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::strupr (name.Peek_Buffer ());
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if (::strstr (name, "WEP#CONSTRUCT") != NULL) {
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//
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// Is this the closest one we've found so far?
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//
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Vector3 anim_pos;
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anim_phys_obj->Get_Position (&anim_pos);
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float dist2 = (anim_pos - pos).Length2 ();
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if (dist2 < closest2) {
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closest2 = dist2;
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CreationAnimationID = anim_phys_obj->Get_ID ();
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}
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}
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}
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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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// Think
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//
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////////////////////////////////////////////////////////////////
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void
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WarFactoryGameObj::Think (void)
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{
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WWPROFILE ("WarFactory Think");
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//
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// Are we currently building a vehicle?
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//
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if (IsDestroyed == false && GeneratingVehicleID != 0) {
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if (CreationFinishedTimer > UNITIALIZED_TIMER) {
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CreationFinishedTimer -= TimeManager::Get_Frame_Seconds ();
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if (CreationFinishedTimer <= 0) {
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CreationFinishedTimer = UNITIALIZED_TIMER;
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//
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// Generate the current vehicle
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//
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VehicleGameObj *vehicle = Create_Vehicle ();
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if (vehicle != NULL) {
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Matrix3D new_tm = CreationTM;
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//
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// Adjust the vehicle's transform to ensure its
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// not embedded in the ground
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//
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if (vehicle->Peek_Vehicle_Phys() != NULL) {
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float height = vehicle->Peek_Vehicle_Phys()->Compute_Approximate_Ride_Height();
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new_tm.Translate(0.0f,0.0f,height);
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vehicle->Set_Transform(new_tm);
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}
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//
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// Lock the vehicle to anyone but the purchaser
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//
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if (Purchaser != NULL) {
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vehicle->Lock_Vehicle(Purchaser,WARFACTORY_LOCK_TIME);
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}
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//
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// Destroy any game object that's in our way
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//
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Destroy_Blocking_Objects ();
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// Tell the vehicle to drive to one of the delivery points
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Deliver_Vehicle();
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}
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//
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// Now play the creation animation backwards to restore the
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// state of the factory
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//
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Play_Creation_Animation (false);
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}
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}
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}
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VehicleFactoryGameObj::Think ();
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Play_Creation_Animation
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//
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////////////////////////////////////////////////////////////////
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void
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WarFactoryGameObj::Play_Creation_Animation (bool onoff)
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{
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//
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// Lookup the static animation object we need to play
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//
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StaticPhysClass *static_phys_obj = PhysicsSceneClass::Get_Instance ()->Find_Static_Object (CreationAnimationID);
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if (static_phys_obj != NULL) {
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StaticAnimPhysClass *anim_phys_obj = static_phys_obj->As_StaticAnimPhysClass ();
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if (anim_phys_obj != NULL) {
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//
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// Configure the animation
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//
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AnimCollisionManagerClass &anim_mgr = anim_phys_obj->Get_Animation_Manager ();
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anim_mgr.Set_Animation_Mode (AnimCollisionManagerClass::ANIMATE_TARGET);
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//
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// Either play the animation forward or backward
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//
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if (onoff) {
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anim_mgr.Set_Target_Frame_End ();
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} else {
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anim_mgr.Set_Target_Frame (0);
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}
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static_phys_obj->Enable_Is_State_Dirty(true);
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}
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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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// Begin_Generation
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//
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////////////////////////////////////////////////////////////////
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void
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WarFactoryGameObj::Begin_Generation (void)
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{
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Play_Creation_Animation (true);
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CreationFinishedTimer = 2.0F;
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//
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// Lookup the static animation object for the ending animation
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//
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StaticPhysClass *static_phys_obj = PhysicsSceneClass::Get_Instance ()->Find_Static_Object (CreationAnimationID);
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if (static_phys_obj != NULL) {
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StaticAnimPhysClass *anim_phys_obj = static_phys_obj->As_StaticAnimPhysClass ();
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if (anim_phys_obj != NULL) {
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//
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// Calculate how long to wait before we start playing the end animations
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//
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AnimCollisionManagerClass &anim_mgr = anim_phys_obj->Get_Animation_Manager ();
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CreationFinishedTimer = anim_mgr.Peek_Animation ()->Get_Total_Time () + 2.0f;
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}
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}
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return ;
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}
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||||
|
||||
|
||||
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Block a user