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Initial commit of Command & Conquer Renegade source code.
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131
Code/Commando/console.h
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131
Code/Commando/console.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/console.h $*
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* *
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* $Author:: Jani_p $*
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* *
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* $Modtime:: 7/25/01 2:12p $*
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* *
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* $Revision:: 12 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef CONSOLE_H
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#define CONSOLE_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 BITTYPE_H
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#include "bittype.h"
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#endif
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class WWProfileIterator;
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#define Get_Console() ConsoleGameModeClass::Get_Instance()
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/*
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** Game (Sub) Mode to display console & fps
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*/
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class ConsoleGameModeClass : public GameModeClass {
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public:
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virtual const char *Name() { return "Console"; } // 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
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virtual void Render() {} // called each time through the main loop
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void Parse_Input( char * string );
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//void Toggle_FPS( void ) { FPSActive = !FPSActive; }
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bool Is_FPS_Active( void ) { return FPSActive; }
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void Set_FPS_Active( bool onoff ) { FPSActive = onoff; }
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void Toggle_Player_Position( void ) { ShowPlayerPosition = !ShowPlayerPosition; }
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void Set_Player_Position( Vector3 & pos, float facing ) { PlayerPosition = pos; PlayerFacing = facing; }
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void Profile_Command( const char * command );
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static ConsoleGameModeClass * Get_Instance() { return Instance; }
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static void Load_Registry_Keys(void);
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static void Save_Registry_Keys(void);
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private:
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void Clear_Suggestion(void);
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void Accept_Suggestion(char * cmd);
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void Update_Suggestion(char * cmd,bool go_to_next);
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enum {
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MAX_INPUT_LINE_LENGTH = 100,
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MAX_DRAWER_CHARS = 4000,
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};
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char InputLine[MAX_INPUT_LINE_LENGTH];
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char HelpLine[MAX_INPUT_LINE_LENGTH];
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char Suggestion[MAX_INPUT_LINE_LENGTH];
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bool InputActive;
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bool FPSActive;
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int FPSFrames;
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float FPSTime;
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float FPSLastTime;
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float FPS;
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bool ShowPlayerPosition;
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Vector3 PlayerPosition;
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float PlayerFacing;
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// Profile Display
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WWProfileIterator * ProfileIterator;
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void Update_Profile( void );
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void Begin_Profile_Log( void );
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void End_Profile_Log( void );
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void Process_Profile_Log( void );
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void Update_Memory_Log( void );
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bool PerformanceSamplingActive;
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DWORD ConsoleInputType;
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int PromptLength;
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static const float LeftMargin;
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static ConsoleGameModeClass * Instance;
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};
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#endif
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