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Initial commit of Command & Conquer Renegade source code.
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269
Code/Scripts/Group.cpp
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269
Code/Scripts/Group.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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*
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* FILE
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* Group.cpp
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*
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* DESCRIPTION
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* Group manager for GameObjects
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*
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* PROGRAMMER
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* Denzil E. Long, Jr.
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*
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* VERSION INFO
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* $Author: Denzil_l $
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* $Revision: 1 $
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* $Modtime: 4/17/00 9:47a $
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* $Archive: /Commando/Code/Scripts/Group.cpp $
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*
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******************************************************************************/
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#include "group.h"
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/******************************************************************************
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*
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* NAME
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* Group::Group
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*
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* DESCRIPTION
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* Group Constructor
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*
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* INPUTS
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* Name - Name of team.
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*
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* RESULTS
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* NONE
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*
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******************************************************************************/
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Group::Group(const char* name)
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{
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mName[0] = '\0';
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// Make copy of team name
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assert(name != NULL);
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if (name != NULL)
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{
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strncpy(mName, name, sizeof(mName));
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mName[sizeof(mName) - 1] = '\0';
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}
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}
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/******************************************************************************
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*
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* NAME
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* Group::~Group
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*
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* DESCRIPTION
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* Group Destructor
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*
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* INPUTS
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* NONE
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*
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* RESULTS
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* NONE
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*
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******************************************************************************/
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Group::~Group()
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{
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}
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/******************************************************************************
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*
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* NAME
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* Group::GetName
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*
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* DESCRIPTION
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* Retrieve name of Group.
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*
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* INPUTS
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* NONE
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*
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* RESULTS
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* Name - Name of team
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*
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******************************************************************************/
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const char* Group::GetName(void) const
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{
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return mName;
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}
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/******************************************************************************
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*
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* NAME
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* Group::AddMember
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*
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* DESCRIPTION
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* Add a game object to the Group.
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*
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* INPUTS
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* GameObject - Pointer to game object to add.
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*
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* RESULTS
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* NONE
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*
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******************************************************************************/
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void Group::AddMember(GameObject* object)
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{
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assert(object != NULL);
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// Add the object if it is not already a member of the team.
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if (IsMember(object) == false)
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{
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mMembers.Add(object);
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}
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}
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/******************************************************************************
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*
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* NAME
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* Group::RemoveMember
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*
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* DESCRIPTION
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* Remove a game object from the Group.
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*
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* INPUTS
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* GameObject - Pointer to game object to remove.
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*
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* RESULTS
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* NONE
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*
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******************************************************************************/
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void Group::RemoveMember(GameObject* object)
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{
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assert(object != NULL);
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mMembers.Delete(object);
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}
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/******************************************************************************
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*
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* NAME
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* Group::IsMember
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*
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* DESCRIPTION
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* Check if a game object is member of the Group.
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*
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* INPUTS
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* GameObjectID objectID
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*
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* RESULTS
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* bool
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*
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******************************************************************************/
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bool Group::IsMember(GameObject* object) const
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{
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assert(object != NULL);
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for (int index = 0; index < mMembers.Count(); index++)
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{
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if (mMembers[index] == object)
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{
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return true;
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}
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}
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return false;
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}
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/******************************************************************************
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*
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* NAME
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* MemberCount
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*
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* DESCRIPTION
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* Get the number of members in the Group.
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*
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* INPUTS
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* NONE
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*
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* RESULTS
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* Count - Member count
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*
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******************************************************************************/
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int Group::MemberCount(void) const
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{
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return mMembers.Count();
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}
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/******************************************************************************
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*
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* NAME
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* Group::GetMember
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*
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* DESCRIPTION
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* Get a Group member.
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*
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* INPUTS
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* int index
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*
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* RESULTS
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* GameObject*
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*
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******************************************************************************/
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GameObject* Group::GetMember(int index)
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{
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assert(index >= 0);
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assert(index < MemberCount());
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return mMembers[index];
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}
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/******************************************************************************
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*
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* NAME
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* Group::SendCommand
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*
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* DESCRIPTION
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* Send a command to all the members of the Group.
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*
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* INPUTS
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* Command - Command to send to Group members.
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* Data - Command specific data parameter.
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*
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* RESULTS
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* NONE
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*
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******************************************************************************/
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void Group::SendCustomEvent(GameObject* from, int event, int data)
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{
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for (int index = 0; index < mMembers.Count(); index++)
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{
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GameObject* object = mMembers[index];
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assert(object != NULL);
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Commands->Send_Custom_Event(from, object, event, data);
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}
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}
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