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Initial commit of Command & Conquer Renegade source code.
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103
Code/Commando/combatgmode.h
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103
Code/Commando/combatgmode.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/combatgmode.h $*
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* *
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* $Author:: Tom_s $*
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* *
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* $Modtime:: 11/10/01 12:34p $*
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* *
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* $Revision:: 23 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef COMBATGMODE_H
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#define COMBATGMODE_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 GAMEMODE_H
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#include "gamemode.h"
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#endif
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#ifndef COMBAT_H
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#include "combat.h"
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#endif
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/*
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**
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*/
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class AudibleSoundClass;
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class PhysicsSceneClass;
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#define COMBAT_BACKGROUND_MUSIC CombatGameModeClass::BackgroundMusic
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/*
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** Game Mode to do the main combat mode
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*/
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class CombatGameModeClass : public GameMajorModeClass {
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public:
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virtual const char *Name() { return "Combat"; } // the name of this mode
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virtual void Init(); // called when the mode is activated
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virtual void Shutdown(); // called when the mode is deactivated
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virtual void Think(); // called each time through the main loop to think when non-inactive
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virtual void Render(); // called each time through the main loop to draw when non-inactive
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virtual void Resume(); // activates the mode
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virtual void Suspend(); // deactivates the mode (don't shutdown until safe)
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void Load_Level();
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void Core_Shutdown();
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void Core_Restart();
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static void Toggle_Multi_Hud( void );
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static AudibleSoundClass * BackgroundMusic;
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static void Quick_Save( void );
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private:
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void Combat_Keyboard( void );
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static void Load_Registry_Keys(void);
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static void Save_Registry_Keys(void);
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static int IsHudShown;
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static void Post_Load_Id_Uniqueness_Check(void);
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static void Post_Load_Dynamic_Object_Filtering(void);
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static void Compute_World_Size(void);
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static void Spawn_Point_Validation(void);
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};
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#endif
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