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Initial commit of Command & Conquer Renegade source code.
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Code/Commando/gdsingleplayer.h
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67
Code/Commando/gdsingleplayer.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/gdsingleplayer.h $*
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* *
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* $Author:: Tom_s $*
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* *
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* $Modtime:: 4/12/02 4:00p $*
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* *
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* $Revision:: 18 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef GDSINGLEPLAYER_H
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#define GDSINGLEPLAYER_H
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#include "gamedata.h"
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class cGameDataSinglePlayer : public cGameData {
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public:
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cGameDataSinglePlayer(void);
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~cGameDataSinglePlayer(void);
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cGameDataSinglePlayer& operator=(const cGameDataSinglePlayer& rhs);
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bool Is_Single_Player(void) const {return true;}
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cGameDataSinglePlayer * As_Single_Player(void) {return this;}
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static const WCHAR* Get_Static_Game_Name(void);
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virtual const WCHAR* Get_Game_Name(void) const {return this->Get_Static_Game_Name();}
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virtual GameTypeEnum Get_Game_Type(void) const {return GAME_TYPE_SINGLE_PLAYER;}
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//virtual bool Is_Team_Game(void) const {return true;}
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virtual bool Is_Limited(void) const {return true;}
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virtual int Choose_Player_Type(cPlayer* player, int team_choice, bool is_grunt);
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virtual bool Remember_Inventory( void ) const { return true; }
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};
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#endif // GDSINGLEPLAYER_H
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