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Initial commit of Command & Conquer Renegade source code.
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124
Code/Commando/gamedataupdateevent.cpp
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124
Code/Commando/gamedataupdateevent.cpp
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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/gamedataupdateevent.cpp $*
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* *
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* $Author:: Steve_t $*
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* *
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* $Modtime:: 1/17/02 8:32p $*
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* *
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* $Revision:: 6 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "gamedataupdateevent.h"
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#include "networkobjectfactory.h"
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#include "cnetwork.h"
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#include "apppackettypes.h"
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DECLARE_NETWORKOBJECT_FACTORY(cGameDataUpdateEvent, NETCLASSID_GAMEDATAUPDATEEVENT);
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//-----------------------------------------------------------------------------
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cGameDataUpdateEvent::cGameDataUpdateEvent(void)
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{
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Set_App_Packet_Type(APPPACKETTYPE_GAMEDATAUPDATEEVENT);
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TimeRemainingSeconds = 0;
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//ServerIsGameplayPermitted = true;
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}
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//-----------------------------------------------------------------------------
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void
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cGameDataUpdateEvent::Init(int client_id)
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{
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WWASSERT(cNetwork::I_Am_Server());
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//WWASSERT(client_id >= 0);
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cGameDataUpdateEvent::cGameDataUpdateEvent();
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WWASSERT(The_Game() != NULL);
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TimeRemainingSeconds = (int) The_Game()->Get_Time_Remaining_Seconds();
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//ServerIsGameplayPermitted = The_Game()->Get_Server_Is_Gameplay_Permitted();
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HostedGameNumber = The_Game()->Get_Hosted_Game_Number();
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if (client_id == -1) {
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Set_Object_Dirty_Bit(BIT_CREATION, true);
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} else {
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Set_Object_Dirty_Bit(client_id, BIT_CREATION, true);
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}
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}
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//-----------------------------------------------------------------------------
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void
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cGameDataUpdateEvent::Act(void)
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{
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WWASSERT(cNetwork::I_Am_Only_Client());
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if (The_Game() != NULL && TimeRemainingSeconds > 0)
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{
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The_Game()->Set_Time_Remaining_Seconds(TimeRemainingSeconds);
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//The_Game()->Set_Server_Is_Gameplay_Permitted(ServerIsGameplayPermitted);
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}
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The_Game()->Set_Hosted_Game_Number(HostedGameNumber);
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//Set_Delete_Pending();
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}
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//-----------------------------------------------------------------------------
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void
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cGameDataUpdateEvent::Export_Creation(BitStreamClass & packet)
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{
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WWASSERT(cNetwork::I_Am_Server());
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cNetEvent::Export_Creation(packet);
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packet.Add(TimeRemainingSeconds);
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//packet.Add(ServerIsGameplayPermitted);
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packet.Add(HostedGameNumber);
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Set_Delete_Pending();
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}
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//-----------------------------------------------------------------------------
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void
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cGameDataUpdateEvent::Import_Creation(BitStreamClass & packet)
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{
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WWASSERT(cNetwork::I_Am_Only_Client());
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cNetEvent::Import_Creation(packet);
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packet.Get(TimeRemainingSeconds);
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//packet.Get(ServerIsGameplayPermitted);
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packet.Get(HostedGameNumber);
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Act();
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Set_Delete_Pending();
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}
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