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Initial commit of Command & Conquer Renegade source code.
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145
Code/Commando/suicideevent.cpp
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145
Code/Commando/suicideevent.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/suicideevent.cpp $*
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* *
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* $Author:: Tom_s $*
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* *
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* $Modtime:: 12/01/01 1:38p $*
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* *
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* $Revision:: 9 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "suicideevent.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include "networkobjectfactory.h"
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#include "cnetwork.h"
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#include "networkobjectmgr.h"
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#include "gameobjmanager.h"
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#include "apppackettypes.h"
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#include "playermanager.h"
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#include "sctextobj.h"
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#include "translatedb.h"
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#include "string_ids.h"
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DECLARE_NETWORKOBJECT_FACTORY(cSuicideEvent, NETCLASSID_SUICIDEEVENT);
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//-----------------------------------------------------------------------------
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cSuicideEvent::cSuicideEvent(void)
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{
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SenderId = 0;
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Set_App_Packet_Type(APPPACKETTYPE_SUICIDEEVENT);
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}
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//-----------------------------------------------------------------------------
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void
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cSuicideEvent::Init(void)
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{
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WWASSERT(cNetwork::I_Am_Client());
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SenderId = cNetwork::Get_My_Id();
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Set_Network_ID(NetworkObjectMgrClass::Get_New_Client_ID());
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if (cNetwork::I_Am_Server()) {
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Act();
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} else {
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Set_Object_Dirty_Bit(0, BIT_CREATION, true);
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}
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}
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//-----------------------------------------------------------------------------
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void
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cSuicideEvent::Act(void)
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{
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WWASSERT(cNetwork::I_Am_Server());
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WWDEBUG_SAY(("Client %d committed suicide.\n", SenderId));
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SmartGameObj * p_soldier = GameObjManager::Find_Soldier_Of_Client_ID(SenderId);
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if (p_soldier != NULL)
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{
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p_soldier->Set_Delete_Pending();
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}
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//
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// Increment Deaths
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//
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cPlayer * p_player = cPlayerManager::Find_Player(SenderId);
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if (p_player != NULL)
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{
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//p_player->Increment_Deaths();
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p_player->Set_Money(0);
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}
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//
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// Tell everyone
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//
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WideStringClass text;
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//text.Format(L"_%s_committed_suicide_", p_player->Get_Name());
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text.Format(L"%s %s", p_player->Get_Name(), TRANSLATE(IDS_MP_COMMITTED_SUICIDE));
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cScTextObj * p_message = new cScTextObj;
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p_message->Init(text, TEXT_MESSAGE_PUBLIC, false, HOST_TEXT_SENDER, -1);
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Set_Delete_Pending();
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}
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//-----------------------------------------------------------------------------
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void
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cSuicideEvent::Export_Creation(BitStreamClass & packet)
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{
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WWASSERT(cNetwork::I_Am_Client());
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cNetEvent::Export_Creation(packet);
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WWASSERT(SenderId > 0);
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packet.Add(SenderId);
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Set_Delete_Pending();
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}
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//-----------------------------------------------------------------------------
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void
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cSuicideEvent::Import_Creation(BitStreamClass & packet)
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{
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cNetEvent::Import_Creation(packet);
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WWASSERT(cNetwork::I_Am_Server());
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packet.Get(SenderId);
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WWASSERT(SenderId > 0);
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Act();
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}
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