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Initial commit of Command & Conquer Renegade source code.
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141
Code/Commando/team.h
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141
Code/Commando/team.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/team.h $*
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* *
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* $Author:: Tom_s $*
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* *
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* $Modtime:: 11/13/01 7:54p $*
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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 TEAM_H
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#define TEAM_H
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#include "vector3.h"
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#include "bittype.h"
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#include "soldier.h"
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#include "widestring.h"
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const int MAX_TEAMNAME_SIZE = 10; //including NULL
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class cPacket;
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//------------------------------------------------------------------------------------
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//
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// Holds data about a team
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//
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class cTeam : public NetworkObjectClass {
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public:
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friend class cTeamManager; // so that only cTeamManager can call ~cTeam
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cTeam(void);
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virtual uint32 Get_Network_Class_ID(void) const {return NETCLASSID_TEAM;}
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virtual void Delete(void) {delete this;}
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//
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// Server only
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//
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void Increment_Kills(void);
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void Increment_Deaths(void);
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void Increment_Score(float increment);
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//void Increment_Money(int increment);
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//
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// Client only
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//
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void Set_Kills(int new_kills);
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void Set_Deaths(int new_deaths);
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void Set_Score(float new_score);
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//void Set_Money(int new_money);
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//
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// Client or server
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//
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void Init(int team_number);
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void Init_Team_Name(void);
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WideStringClass Get_Name(void) const {return Name;}
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int Get_Id(void) const {return TeamNumber;}
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void Reset(void);
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int Tally_Size(void) const;
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int Get_Kills(void) const {return Kills;}
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int Get_Deaths(void) const {return Deaths;}
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float Get_Score(void) const {return Score;}
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//int Get_Money(void) const {return Money;}
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float Get_Kill_To_Death_Ratio(void) const;
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void Get_Team_String(int rank, WideStringClass & string) const;
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Vector3 Get_Color(void) const;
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int Tally_Money(void) const;
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//
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// Server-to-client data importing/exporting
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//
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virtual void Import_Creation(BitStreamClass &packet);
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virtual void Import_Rare(BitStreamClass &packet);
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virtual void Import_Occasional(BitStreamClass &packet);
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virtual void Import_Frequent(BitStreamClass &packet);
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virtual void Export_Creation(BitStreamClass &packet);
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virtual void Export_Rare(BitStreamClass &packet);
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virtual void Export_Occasional(BitStreamClass &packet);
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virtual void Export_Frequent(BitStreamClass &packet);
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private:
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~cTeam(void); // only the cTeamManager can destroy...
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WideStringClass Name;
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int Kills;
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int Deaths;
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float Score;
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int Money;
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int TeamNumber;
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};
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#endif // TEAM_H
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