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Initial commit of Command & Conquer Renegade source code.
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Code/Tools/LevelEdit/TransitionNode.h
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224
Code/Tools/LevelEdit/TransitionNode.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/TransitionNode.h $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 11/17/01 10:44a $*
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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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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef __TRANSITION_NODE_H
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#define __TRANSITION_NODE_H
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#include "node.h"
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#include "icons.h"
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#include "transitiongameobj.h"
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// Forward declarations
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class PresetClass;
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class PhysClass;
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////////////////////////////////////////////////////////////////////////////
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//
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// TransitionNodeClass
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//
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////////////////////////////////////////////////////////////////////////////
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class TransitionNodeClass : public NodeClass
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{
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public:
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//////////////////////////////////////////////////////////////////
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// Public constructors/destructors
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//////////////////////////////////////////////////////////////////
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TransitionNodeClass (PresetClass *preset = NULL);
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TransitionNodeClass (const TransitionNodeClass &src);
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~TransitionNodeClass (void);
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//////////////////////////////////////////////////////////////
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// Public operators
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//////////////////////////////////////////////////////////////
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const TransitionNodeClass &operator= (const TransitionNodeClass &src);
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//////////////////////////////////////////////////////////////////
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// Public methods
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//////////////////////////////////////////////////////////////////
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//
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// From PersistClass
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//
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virtual const PersistFactoryClass & Get_Factory (void) const;
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//
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// From NodeClass
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//
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NodeClass * Clone (void) { return new TransitionNodeClass (*this); }
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void Initialize (void);
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NODE_TYPE Get_Type (void) const { return NODE_TYPE_TRANSITION; }
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int Get_Icon_Index (void) const { return TRANSITION_ICON; }
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PhysClass * Peek_Physics_Obj (void) const;
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bool Is_Static (void) const { return false; }
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void Add_To_Scene (void);
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void Remove_From_Scene (void);
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//
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// Notifications
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//
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void On_Rotate (void);
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void On_Translate (void);
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void On_Transform (void);
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//
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// Export methods
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//
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void Pre_Export (void);
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void Post_Export (void);
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//
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// Transition Specific
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//
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int Get_Transition_Count (void) const;
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TransitionInstanceClass * Get_Transition (int index);
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TransitionGameObj * Get_Transition_Game_Obj (void) { return m_TransitionObj; }
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int Find_Transition (TransitionDataClass::StyleType type);
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protected:
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//////////////////////////////////////////////////////////////////
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// Protected methods
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//////////////////////////////////////////////////////////////////
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private:
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//////////////////////////////////////////////////////////////////
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// Private member data
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//////////////////////////////////////////////////////////////////
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PhysClass * m_PhysObj;
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TransitionGameObj * m_TransitionObj;
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};
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//////////////////////////////////////////////////////////////////
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// Peek_Physics_Obj
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//////////////////////////////////////////////////////////////////
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inline PhysClass *
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TransitionNodeClass::Peek_Physics_Obj (void) const
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{
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return m_PhysObj;
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}
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//////////////////////////////////////////////////////////////////
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// On_Rotate
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//////////////////////////////////////////////////////////////////
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inline void
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TransitionNodeClass::On_Rotate (void)
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{
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if (m_TransitionObj != NULL) {
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m_TransitionObj->Set_Transform (m_Transform);
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m_TransitionObj->Update_Transitions ();
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}
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NodeClass::On_Rotate ();
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return ;
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}
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//////////////////////////////////////////////////////////////////
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// On_Translate
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//////////////////////////////////////////////////////////////////
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inline void
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TransitionNodeClass::On_Translate (void)
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{
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if (m_TransitionObj != NULL) {
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m_TransitionObj->Set_Transform (m_Transform);
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m_TransitionObj->Update_Transitions ();
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}
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NodeClass::On_Translate ();
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return ;
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}
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//////////////////////////////////////////////////////////////////
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// On_Transform
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//////////////////////////////////////////////////////////////////
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inline void
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TransitionNodeClass::On_Transform (void)
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{
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if (m_TransitionObj != NULL) {
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m_TransitionObj->Set_Transform (m_Transform);
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m_TransitionObj->Update_Transitions ();
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}
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NodeClass::On_Transform ();
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return ;
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}
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//////////////////////////////////////////////////////////////////
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// Get_Transition_Count
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//////////////////////////////////////////////////////////////////
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inline int
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TransitionNodeClass::Get_Transition_Count (void) const
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{
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int count = 0;
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if (m_TransitionObj != NULL) {
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count = m_TransitionObj->Get_Transition_Count ();
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}
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return count;
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}
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//////////////////////////////////////////////////////////////////
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// Get_Transition
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//////////////////////////////////////////////////////////////////
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inline TransitionInstanceClass *
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TransitionNodeClass::Get_Transition (int index)
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{
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TransitionInstanceClass *transition = NULL;
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if ( m_TransitionObj != NULL &&
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index >= 0 &&
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index < Get_Transition_Count ())
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{
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transition = m_TransitionObj->Get_Transition (index);
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}
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return transition;
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}
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#endif //__TRANSITION_NODE_H
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