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https://github.com/electronicarts/CnC_Renegade.git
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Initial commit of Command & Conquer Renegade source code.
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194
Code/Commando/WOLGameInfo.h
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194
Code/Commando/WOLGameInfo.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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*
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* FILE
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* $Archive: /Commando/Code/Commando/WOLGameInfo.h $
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*
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* DESCRIPTION
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*
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* PROGRAMMER
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* $Author: Steve_t $
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*
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* VERSION INFO
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* $Revision: 11 $
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* $Modtime: 10/31/02 3:07p $
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*
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******************************************************************************/
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#ifndef __WOLGAMEINFO_H__
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#define __WOLGAMEINFO_H__
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#include <WWOnline\RefPtr.h>
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class cGameData;
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namespace WWOnline
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{
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class ChannelData;
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class UserData;
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}
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// Game information used to describe the type of game.
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class WOLGameInfo
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{
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public:
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static bool IsValidGameChannel(const RefPtr<WWOnline::ChannelData>& channel);
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enum {MAX_TEXT_LENGTH = 32};
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WOLGameInfo(void);
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WOLGameInfo(const cGameData& theGame);
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WOLGameInfo(const RefPtr<WWOnline::ChannelData>& channel);
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~WOLGameInfo(void);
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void Reset(void);
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bool IsDataValid(void) const
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{return mIsDataValid;}
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bool IsMapValid(void) const
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{return mIsMapValid;}
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void ImportFromGame(const cGameData& theGame);
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void ImportFromChannel(const RefPtr<WWOnline::ChannelData>& channel);
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void ExportToChannel(const RefPtr<WWOnline::ChannelData>& channel);
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unsigned long Version(void) const
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{return mVersion;};
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unsigned int GameType(void) const
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{return mGameType;}
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const char* MapName(void) const
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{return mMapName;}
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const char* ModName(void) const
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{return mModName;}
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const char* Title(void) const
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{return mTitle;}
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unsigned int MinPlayers(void) const
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{return mMinPlayers;}
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unsigned int MaxPlayers(void) const
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{return mMaxPlayers;}
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unsigned int NumPlayers(void) const
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{return mNumPlayers;}
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unsigned long ClanID1(void) const
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{return mClanID1;}
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unsigned long ClanID2(void) const
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{return mClanID2;}
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bool IsLaddered(void) const
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{return mIsLaddered;}
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bool IsPassworded(void) const
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{return mIsPassworded;}
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bool IsQuickmatch(void) const
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{return mIsQuickmatch;}
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bool IsDedicated(void) const
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{return mIsDedicated;}
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bool IsFriendlyFire(void) const
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{return mIsFriendlyFire;}
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bool IsFreeWeapons(void) const
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{return mIsFreeWeapons;}
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bool IsTeamRemix(void) const
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{return mIsTeamRemix;}
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bool IsTeamChange(void) const
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{return mIsTeamChange;}
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bool IsClanGame(void) const
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{return mIsClanGame;}
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bool IsRepairBuildings(void) const
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{return mIsRepairBuildings;}
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bool IsDriverGunner(void) const
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{return mIsDriverGunner;}
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bool IsSpawnWeapons(void) const
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{return mSpawnWeapons;}
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int PingTime(void) const
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{return mPingTime;}
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// Is the clan competing in the game.
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bool IsClanCompeting(unsigned long clanID) const;
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bool IsClanGameOpen(void) const;
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bool CanUserJoin(const RefPtr<WWOnline::UserData>& user);
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protected:
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// Prevent copy and assignment
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WOLGameInfo(const WOLGameInfo&);
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const WOLGameInfo& operator=(const WOLGameInfo&);
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protected:
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bool mIsDataValid;
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bool mIsMapValid;
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unsigned long mVersion;
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unsigned int mGameType;
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char mMapName[MAX_TEXT_LENGTH];
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char mModName[MAX_TEXT_LENGTH];
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char mTitle[MAX_TEXT_LENGTH];
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unsigned int mMinPlayers;
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unsigned int mMaxPlayers;
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unsigned int mNumPlayers;
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unsigned long mClanID1;
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unsigned long mClanID2;
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bool mIsMod;
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bool mIsLaddered;
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bool mIsPassworded;
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bool mIsQuickmatch;
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bool mIsDedicated;
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bool mIsFriendlyFire;
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bool mIsFreeWeapons;
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bool mIsTeamRemix;
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bool mIsTeamChange;
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bool mIsClanGame;
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bool mIsRepairBuildings;
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bool mIsDriverGunner;
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bool mSpawnWeapons;
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int mPingTime;
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};
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#endif // __WOLGAMEINFO_H__
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