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Initial commit of Command & Conquer Renegade source code.
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145
Code/Commando/warpevent.cpp
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145
Code/Commando/warpevent.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/warpevent.cpp $*
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* *
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* $Author:: Tom_s $*
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* *
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* $Modtime:: 10/10/01 7:53p $*
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* *
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* $Revision:: 5 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "warpevent.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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DECLARE_NETWORKOBJECT_FACTORY(cWarpEvent, NETCLASSID_WARPEVENT);
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//-----------------------------------------------------------------------------
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cWarpEvent::cWarpEvent(void)
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{
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SenderId = 0;
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Set_App_Packet_Type(APPPACKETTYPE_WARPEVENT);
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}
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//-----------------------------------------------------------------------------
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void
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cWarpEvent::Init(WideStringClass & player_name)
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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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PlayerName = player_name;
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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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cWarpEvent::Act(void)
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{
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WWASSERT(cNetwork::I_Am_Server());
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SoldierGameObj * p_warp_soldier = GameObjManager::Find_Soldier_Of_Client_ID(SenderId);
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if (p_warp_soldier != NULL) {
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SoldierGameObj * p_other_soldier = NULL;
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if (PlayerName.Is_Empty())
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{
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p_other_soldier = GameObjManager::Find_Different_Player_Soldier(SenderId);
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}
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else
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{
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cPlayer * p_player = cPlayerManager::Find_Player(PlayerName);
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if (p_player != NULL)
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{
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p_other_soldier = GameObjManager::Find_Soldier_Of_Client_ID(p_player->Get_Id());
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}
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}
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if (p_other_soldier != NULL) {
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Matrix3D soldier_tm = p_other_soldier->Get_Transform();
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p_warp_soldier->Set_Transform(soldier_tm);
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p_warp_soldier->Perturb_Position(2);
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WWDEBUG_SAY(("Client %d warped.\n", SenderId));
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}
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}
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Set_Delete_Pending();
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}
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//-----------------------------------------------------------------------------
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void
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cWarpEvent::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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packet.Add_Wide_Terminated_String(PlayerName, true);
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Set_Delete_Pending();
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}
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//-----------------------------------------------------------------------------
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void
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cWarpEvent::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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packet.Get_Wide_Terminated_String(PlayerName.Get_Buffer(256), 256, true);
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WWASSERT(SenderId > 0);
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Act();
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}
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