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Initial commit of Command & Conquer Renegade source code.
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Code/Commando/nethandler.h
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70
Code/Commando/nethandler.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/nethandler.h $*
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* *
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* $Author:: Tom_s $*
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* *
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* $Modtime:: 1/05/02 11:57a $*
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* *
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* $Revision:: 35 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSV_VER)
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#pragma once
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#endif
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#ifndef NETHANDLER_H
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#define NETHANDLER_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 COMBAT_H
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#include "combat.h"
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#endif
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//
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// The combat lib calls these commando application-level methods.
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// Other applications using the combat lib will not implement a class
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// like this one.
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//
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class GameCombatNetworkHandlerClass : public CombatNetworkHandlerClass
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{
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public:
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bool Can_Damage(ArmedGameObj * p_armed_damager, PhysicalGameObj * p_phys_victim);
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float Get_Damage_Factor(ArmedGameObj * p_armed_damager, PhysicalGameObj * p_phys_victim);
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bool Is_Gameplay_Permitted(void);
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void On_Soldier_Kill(SoldierGameObj * p_soldier, SoldierGameObj * p_victim);
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void On_Soldier_Death(SoldierGameObj * p_soldier);
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};
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#endif // NETHANDLER_H
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