Initial commit of Command & Conquer Generals and Command & Conquer Generals Zero Hour source code.
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GeneralsMD/Code/GameEngine/Include/GameClient/RadiusDecal.h
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GeneralsMD/Code/GameEngine/Include/GameClient/RadiusDecal.h
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/*
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** Command & Conquer Generals Zero Hour(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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// (c) 2001-2003 Electronic Arts Inc. //
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// //
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////////////////////////////////////////////////////////////////////////////////
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// FILE: RadiusDecal.h ///////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////
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#pragma once
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#ifndef _RadiusDecal_H_
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#define _RadiusDecal_H_
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#include "Common/GameCommon.h"
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#include "Common/GameType.h"
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#include "GameClient/Color.h"
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enum ShadowType;
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class Player;
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class Shadow;
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class RadiusDecalTemplate;
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// ------------------------------------------------------------------------------------------------
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class RadiusDecal
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{
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friend class RadiusDecalTemplate;
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private:
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const RadiusDecalTemplate* m_template;
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Shadow* m_decal;
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Bool m_empty;
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public:
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RadiusDecal();
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RadiusDecal(const RadiusDecal& that);
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RadiusDecal& operator=(const RadiusDecal& that);
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~RadiusDecal();
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void xferRadiusDecal( Xfer *xfer );
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// please note: it is very important, for game/net sync reasons, to ensure that
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// isEmpty() returns the same value, regardless of whether this decal will
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// be visible to the local player or not.
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Bool isEmpty() const { return m_empty; }
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void clear();
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void update();
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void setPosition(const Coord3D& pos);
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void setOpacity( const Real o );
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};
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// ------------------------------------------------------------------------------------------------
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class RadiusDecalTemplate
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{
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friend class RadiusDecal;
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private:
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AsciiString m_name;
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ShadowType m_shadowType;
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Real m_minOpacity;
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Real m_maxOpacity;
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UnsignedInt m_opacityThrobTime;
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Color m_color;
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Bool m_onlyVisibleToOwningPlayer;
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public:
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RadiusDecalTemplate();
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Bool valid() const { return m_name.isNotEmpty(); }
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void xferRadiusDecalTemplate( Xfer *xfer );
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// please note: it is very important, for game/net sync reasons, to ensure that
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// a valid radiusdecal is created, even if will not be visible to the local player,
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// since some logic makes decisions based on this.
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void createRadiusDecal(const Coord3D& pos, Real radius, const Player* owningPlayer, RadiusDecal& result) const;
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static void parseRadiusDecalTemplate(INI* ini, void *instance, void * store, const void* /*userData*/);
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};
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#endif
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