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Initial commit of Command & Conquer Renegade source code.
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129
Code/Tools/LevelEdit/TerrainDefinition.h
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129
Code/Tools/LevelEdit/TerrainDefinition.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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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : LevelEdit *
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* *
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* $Archive:: /Commando/Code/Tools/LevelEdit/TerrainDefinition.h $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 9/29/00 2:53p $*
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* *
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* $Revision:: 10 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef __TERRAIN_DEFINITION_H
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#define __TERRAIN_DEFINITION_H
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#include "definition.h"
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#include "definitionclassids.h"
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#include "vector.h"
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#include "wwstring.h"
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//////////////////////////////////////////////////////////////////////////////////
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//
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// TerrainDefinitionClass
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//
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//////////////////////////////////////////////////////////////////////////////////
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class TerrainDefinitionClass : public DefinitionClass
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{
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public:
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/////////////////////////////////////////////////////////////////////
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// Editable interface requirements
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/////////////////////////////////////////////////////////////////////
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DECLARE_EDITABLE(TerrainDefinitionClass, DefinitionClass);
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//////////////////////////////////////////////////////////////
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// Public constructors/destructors
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//////////////////////////////////////////////////////////////
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TerrainDefinitionClass (void);
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virtual ~TerrainDefinitionClass (void);
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// From DefinitionClass
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virtual uint32 Get_Class_ID (void) const { return CLASSID_TERRAIN; }
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// From PersistClass
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virtual const PersistFactoryClass & Get_Factory (void) const;
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virtual bool Save (ChunkSaveClass &csave);
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virtual bool Load (ChunkLoadClass &cload);
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virtual PersistClass * Create (void) const;
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// Terrain definition specific
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virtual const char * Get_Model_Name (void) const;
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virtual void Set_Model_Name (const char *filename);
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virtual const char * Get_Light_Filename (void) const { return m_LightFilename; }
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virtual void Set_Light_Filename (const char *filename) { m_LightFilename = filename; }
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private:
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/////////////////////////////////////////////////////////////////////
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// Private methods
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/////////////////////////////////////////////////////////////////////
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bool Save_Variables (ChunkSaveClass &csave);
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bool Load_Variables (ChunkLoadClass &cload);
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//////////////////////////////////////////////////////////////
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// Private member data
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//////////////////////////////////////////////////////////////
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DynamicVectorClass<unsigned int> m_DistanceList;
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StringClass m_ModelName;
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StringClass m_LightFilename;
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};
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/////////////////////////////////////////////////////////////////////
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// Get_Model_Name
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/////////////////////////////////////////////////////////////////////
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inline const char *
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TerrainDefinitionClass::Get_Model_Name (void) const
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{
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return m_ModelName;
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}
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/////////////////////////////////////////////////////////////////////
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// Set_Model_Name
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/////////////////////////////////////////////////////////////////////
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inline void
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TerrainDefinitionClass::Set_Model_Name (const char *filename)
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{
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m_ModelName = filename;
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return ;
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}
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#endif //__TERRAIN_DEFINITION_H
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