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https://github.com/electronicarts/CnC_Renegade.git
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Initial commit of Command & Conquer Renegade source code.
This commit is contained in:
267
Code/WWOnline/WOLSquad.cpp
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267
Code/WWOnline/WOLSquad.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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* $Archive: /Commando/Code/WWOnline/WOLSquad.cpp $
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*
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* DESCRIPTION
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*
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* PROGRAMMER
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* $Author: Denzil_l $
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*
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* VERSION INFO
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* $Revision: 9 $
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* $Modtime: 1/12/02 9:45p $
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*
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******************************************************************************/
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#include <stdlib.h>
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#include <memory.h>
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#include "WOLSquad.h"
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#include <WWDebug\WWDebug.h>
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namespace WWOnline {
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SquadData::SquadColl SquadData::_mSquadColl;
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/******************************************************************************
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*
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* NAME
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* SquadData::Reset
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*
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* DESCRIPTION
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* Release all cached squads
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*
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* INPUTS
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* NONE
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*
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* RESULT
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* NONE
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*
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******************************************************************************/
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void SquadData::Reset(void)
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{
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_mSquadColl.clear();
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}
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/******************************************************************************
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*
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* NAME
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* SquadData::FindByID
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*
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* DESCRIPTION
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* Find a squad in the local cache by its ID
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*
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* INPUTS
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* SquadID - ID of squad to search for.
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*
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* RESULT
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* Squad - Reference to squad
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*
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******************************************************************************/
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RefPtr<SquadData> SquadData::FindByID(unsigned long id)
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{
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const unsigned int count = _mSquadColl.size();
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for (unsigned int index = 0; index < count; ++index)
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{
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const RefPtr<SquadData>& squad = _mSquadColl[index];
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WWASSERT(squad.IsValid());
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if (squad->GetID() == id)
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{
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return squad;
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}
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}
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return NULL;
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}
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/******************************************************************************
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*
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* NAME
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* SquadData::FindByAbbr
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*
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* DESCRIPTION
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* Find a squad in the local cache by its abbreviation.
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*
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* INPUTS
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* Abbr - Abbreviation of squad to search for.
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*
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* RESULT
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* Squad - Reference to squad
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*
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******************************************************************************/
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RefPtr<SquadData> SquadData::FindByAbbr(const wchar_t* abbr)
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{
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if (abbr && (wcslen(abbr) > 0))
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{
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char squadAbbr[64];
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wcstombs(squadAbbr, abbr, sizeof(squadAbbr));
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squadAbbr[sizeof(squadAbbr) - 1] = 0;
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const unsigned int count = _mSquadColl.size();
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for (unsigned int index = 0; index < count; ++index)
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{
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const RefPtr<SquadData>& squad = _mSquadColl[index];
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WWASSERT(squad.IsValid());
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if ((strcmp(squad->GetAbbr(), squadAbbr) == 0))
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{
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return squad;
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}
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}
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}
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return NULL;
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}
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/******************************************************************************
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*
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* NAME
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* SquadData::Create
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*
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* DESCRIPTION
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* Create a squad data
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*
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* INPUTS
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* WOLSquad - WOLAPI squad data structure
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*
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* RESULT
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* SquadData - Instance of squad data.
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*
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******************************************************************************/
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RefPtr<SquadData> SquadData::Create(const WOL::Squad& wolSquad)
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{
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if (wolSquad.id == 0)
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{
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return NULL;
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}
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RefPtr<SquadData> squad = FindByID(wolSquad.id);
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if (squad.IsValid())
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{
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squad->UpdateData(wolSquad);
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}
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else
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{
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squad = new SquadData(wolSquad);
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_mSquadColl.push_back(squad);
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}
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return squad;
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}
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/******************************************************************************
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*
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* NAME
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* SquadData::SquadData
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*
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* DESCRIPTION
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* Constructor
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*
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* INPUTS
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* WOLSquad - WOLAPI squad structure
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*
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* RESULT
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* NONE
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*
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******************************************************************************/
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SquadData::SquadData(const WOL::Squad& squad)
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{
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WWDEBUG_SAY(("WOL: Instantiating SquadData '%s'\n", (char*)squad.name));
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UpdateData(squad);
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}
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/******************************************************************************
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*
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* NAME
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* SquadData::~SquadData
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*
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* DESCRIPTION
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* Destructor
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*
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* INPUTS
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* NONE
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*
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* RESULT
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* NONE
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*
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******************************************************************************/
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SquadData::~SquadData()
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{
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WWDEBUG_SAY(("WOL: Destructing SquadData '%s'\n", (char*)mData.name));
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}
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/******************************************************************************
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*
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* NAME
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* SquadData::UpdateData
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*
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* DESCRIPTION
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*
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* INPUTS
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*
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* RESULT
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* NONE
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*
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******************************************************************************/
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void SquadData::UpdateData(const WOL::Squad& squad)
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{
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memcpy(&mData, &squad, sizeof(mData));
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mData.next = NULL;
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}
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/******************************************************************************
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*
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* NAME
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* SquadData::SetLadder
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*
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* DESCRIPTION
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*
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* INPUTS
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*
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* RESULT
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* NONE
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*
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******************************************************************************/
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void SquadData::SetLadder(const RefPtr<LadderData>& ladder)
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{
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mLadder = ladder;
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}
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} // namespace WWOnline
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