Initial commit of Command & Conquer Generals and Command & Conquer Generals Zero Hour source code.
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GeneralsMD/Code/GameEngine/Source/Common/BitFlags.cpp
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GeneralsMD/Code/GameEngine/Source/Common/BitFlags.cpp
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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: BitFlags.cpp ///////////////////////////////////////////////////////////
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//
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// Used to set detail levels of various game systems.
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// Steven Johnson, Sept 2002
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//
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//
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///////////////////////////////////////////////////////////////////////////////
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#include "PreRTS.h" // This must go first in EVERY cpp file in the GameEngine
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#include "Common/BitFlags.h"
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#include "Common/BitFlagsIO.h"
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#include "Common/ModelState.h"
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#include "GameLogic/ArmorSet.h"
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const char* ModelConditionFlags::s_bitNameList[] =
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{
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"TOPPLED",
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"FRONTCRUSHED",
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"BACKCRUSHED",
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"DAMAGED",
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"REALLYDAMAGED",
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"RUBBLE",
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"SPECIAL_DAMAGED",
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"NIGHT",
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"SNOW",
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"PARACHUTING",
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"GARRISONED",
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"ENEMYNEAR",
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"WEAPONSET_VETERAN",
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"WEAPONSET_ELITE",
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"WEAPONSET_HERO",
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"WEAPONSET_CRATEUPGRADE_ONE",
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"WEAPONSET_CRATEUPGRADE_TWO",
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"WEAPONSET_PLAYER_UPGRADE",
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"DOOR_1_OPENING",
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"DOOR_1_CLOSING",
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"DOOR_1_WAITING_OPEN",
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"DOOR_1_WAITING_TO_CLOSE",
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"DOOR_2_OPENING",
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"DOOR_2_CLOSING",
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"DOOR_2_WAITING_OPEN",
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"DOOR_2_WAITING_TO_CLOSE",
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"DOOR_3_OPENING",
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"DOOR_3_CLOSING",
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"DOOR_3_WAITING_OPEN",
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"DOOR_3_WAITING_TO_CLOSE",
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"DOOR_4_OPENING",
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"DOOR_4_CLOSING",
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"DOOR_4_WAITING_OPEN",
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"DOOR_4_WAITING_TO_CLOSE",
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"ATTACKING",
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"PREATTACK_A",
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"FIRING_A",
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"BETWEEN_FIRING_SHOTS_A",
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"RELOADING_A",
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"PREATTACK_B",
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"FIRING_B",
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"BETWEEN_FIRING_SHOTS_B",
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"RELOADING_B",
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"PREATTACK_C",
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"FIRING_C",
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"BETWEEN_FIRING_SHOTS_C",
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"RELOADING_C",
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"TURRET_ROTATE",
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"POST_COLLAPSE",
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"MOVING",
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"DYING",
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"AWAITING_CONSTRUCTION",
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"PARTIALLY_CONSTRUCTED",
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"ACTIVELY_BEING_CONSTRUCTED",
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"PRONE",
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"FREEFALL",
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"ACTIVELY_CONSTRUCTING",
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"CONSTRUCTION_COMPLETE",
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"RADAR_EXTENDING",
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"RADAR_UPGRADED",
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"PANICKING", // yes, it's spelled with a "k". look it up.
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"AFLAME",
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"SMOLDERING",
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"BURNED",
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"DOCKING",
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"DOCKING_BEGINNING",
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"DOCKING_ACTIVE",
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"DOCKING_ENDING",
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"CARRYING",
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"FLOODED",
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"LOADED",
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"JETAFTERBURNER",
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"JETEXHAUST",
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"PACKING",
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"UNPACKING",
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"DEPLOYED",
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"OVER_WATER",
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"POWER_PLANT_UPGRADED",
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"CLIMBING",
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"SOLD",
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#ifdef ALLOW_SURRENDER
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"SURRENDER",
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#endif
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"RAPPELLING",
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"ARMED",
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"POWER_PLANT_UPGRADING",
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"SPECIAL_CHEERING",
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"CONTINUOUS_FIRE_SLOW",
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"CONTINUOUS_FIRE_MEAN",
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"CONTINUOUS_FIRE_FAST",
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"RAISING_FLAG",
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"CAPTURED",
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"EXPLODED_FLAILING",
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"EXPLODED_BOUNCING",
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"SPLATTED",
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"USING_WEAPON_A",
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"USING_WEAPON_B",
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"USING_WEAPON_C",
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"PREORDER",
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"CENTER_TO_LEFT",
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"LEFT_TO_CENTER",
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"CENTER_TO_RIGHT",
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"RIGHT_TO_CENTER",
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"RIDER1", //Kris: Added these for different combat-bike riders, but feel free to use these for anything.
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"RIDER2",
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"RIDER3",
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"RIDER4",
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"RIDER5",
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"RIDER6",
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"RIDER7",
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"RIDER8",
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"STUNNED_FLAILING", // Daniel Teh's idea, added by Lorenzen, 5/28/03
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"STUNNED",
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"SECOND_LIFE",
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"JAMMED",
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"ARMORSET_CRATEUPGRADE_ONE",
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"ARMORSET_CRATEUPGRADE_TWO",
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"USER_1",
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"USER_2",
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"DISGUISED",
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NULL
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};
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const char* ArmorSetFlags::s_bitNameList[] =
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{
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"VETERAN",
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"ELITE",
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"HERO",
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"PLAYER_UPGRADE",
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"WEAK_VERSUS_BASEDEFENSES",
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"SECOND_LIFE",
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"CRATE_UPGRADE_ONE",
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"CRATE_UPGRADE_TWO",
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NULL
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};
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