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Initial commit of Command & Conquer Renegade source code.
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79
Code/Commando/campaign.h
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79
Code/Commando/campaign.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/Commando/campaign.h $*
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* *
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* $Author:: Byon_g $*
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* *
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* $Modtime:: 12/01/01 12:02p $*
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* *
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* $Revision:: 8 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef CAMPAIGN_H
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#define CAMPAIGN_H
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#ifndef ALWAYS_H
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#include "always.h"
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#endif
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class ChunkSaveClass;
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class ChunkLoadClass;
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/*
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** CampaignManager is responsible for controlling the flow of missions and sub-states through
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** the playing of a campaign. It also is the main entry point for single mission, and multi-play sessions.
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*/
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class CampaignManager {
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public:
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static void Init( void );
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static void Shutdown( void );
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static bool Save(ChunkSaveClass & csave);
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static bool Load(ChunkLoadClass &cload);
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static void Start_Campaign( int difficulty );
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static void Continue( bool success = true );
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static void Reset();
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// Backdrop Descriptions
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static int Get_Backdrop_Description_Count( void );
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static const char * Get_Backdrop_Description( int index );
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static void Select_Backdrop_Number( int state_number );
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static void Select_Backdrop_Number_By_MP_Type( int type );
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static void Replay_Level( const char * mission_name, int difficulty );
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private:
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static int State;
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static int BackdropIndex;
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};
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#endif
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