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Initial commit of Command & Conquer Renegade source code.
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127
Code/Combat/weaponbag.h
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127
Code/Combat/weaponbag.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/weaponbag.h $*
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* *
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* $Author:: Byon_g $*
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* *
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* $Modtime:: 12/10/01 11:52a $*
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* *
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* $Revision:: 33 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef WEAPONBAG_H
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#define WEAPONBAG_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 VECTOR_H
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#include "vector.h"
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#endif
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/*
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**
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*/
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class WeaponClass;
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class ChunkSaveClass;
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class ChunkLoadClass;
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class ArmedGameObj;
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class WeaponDefinitionClass;
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class AmmoDefinitionClass;
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class BitStreamClass;
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class InventoryClass;
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/*
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** WeaponBags manage collections of weapons
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*/
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class WeaponBagClass {
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public:
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WeaponBagClass( ArmedGameObj * owner );
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~WeaponBagClass( void );
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bool Save( ChunkSaveClass & csave );
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bool Load( ChunkLoadClass & cload );
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bool Is_Weapon_Owned( int weapon_id );
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bool Is_Ammo_Full( int weapon_id );
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WeaponClass * Add_Weapon( const WeaponDefinitionClass * def, int rounds = 0, bool give_weapon = true );
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WeaponClass * Add_Weapon( int id, int rounds = 0, bool give_weapon = true );
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WeaponClass * Add_Weapon( const char *weapon_name, int rounds = 0, bool give_weapon = true );
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void Remove_Weapon( int index );
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void Clear_Weapons( void );
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int Get_Count( void ) { return WeaponList.Count(); }
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WeaponClass * Peek_Weapon( int index ) { return WeaponList[ index ]; }
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WeaponClass * Get_Weapon( void ) { return WeaponList[ WeaponIndex ]; }
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WeaponClass * Get_Next_Weapon( void );
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void Import_Weapon_List(BitStreamClass & packet);
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void Export_Weapon_List(BitStreamClass & packet);
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int Get_Index( void ) { return WeaponIndex; }
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void Select_Index( int index );
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void Select_Next( void );
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void Select_Prev( void );
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void Select_Key_Number( int key_number );
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void Select_Weapon( WeaponClass * weapon );
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void Select_Weapon_ID( int weapon_id );
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void Select_Weapon_Name( const char * name );
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void Deselect( void );
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bool Is_Changed( void ) { return IsChanged; }
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void Force_Changed( void ) { IsChanged = true; }
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void Reset_Changed( void ) { IsChanged = false; }
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bool HUD_Is_Changed( void ) { return HUDIsChanged; }
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void HUD_Reset_Changed( void ) { HUDIsChanged = false; }
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// returns if anything was moved
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bool Move_Contents( WeaponBagClass * source );
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void Store_Inventory( InventoryClass * );
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void Restore_Inventory( InventoryClass * );
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private:
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ArmedGameObj * Owner;
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DynamicVectorClass<WeaponClass*> WeaponList;
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int WeaponIndex;
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bool IsChanged;
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bool HUDIsChanged;
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WeaponClass * Find_Weapon( const WeaponDefinitionClass * def );
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void Mark_Owner_Dirty( void );
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};
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#endif // WEAPONBAG_H
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