Initial Source Code commit
Initial commit of original Tiberian Dawn and Red Alert source code converted to build as DLLs, and compatible with the release version of Command & Conquer Remastered.
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REDALERT/CREW.H
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//
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// Copyright 2020 Electronic Arts Inc.
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//
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
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// software: you can redistribute it and/or modify it under the terms of
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// the GNU General Public License as published by the Free Software Foundation,
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// either version 3 of the License, or (at your option) any later version.
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
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// in the hope that it will be useful, but with permitted additional restrictions
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// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
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// distributed with this program. You should have received a copy of the
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// GNU General Public License along with permitted additional restrictions
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// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
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/* $Header: /CounterStrike/CREW.H 1 3/03/97 10:24a Joe_bostic $ */
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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 : Command & Conquer *
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* *
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* File Name : CREW.H *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : April 23, 1994 *
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* *
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* Last Update : April 23, 1994 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef CREW_H
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#define CREW_H
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/****************************************************************************
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** This class handles the basic crew logic. This includes hero tracking,
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** crew bail-out, and attached object logic.
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*/
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class CrewClass
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{
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public:
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/*
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** This keeps track of the number of "kills" the unit as accumulated.
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** When it reaches a certain point, the unit improves.
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*/
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unsigned short Kills;
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/*
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** Constructors, Destructors, and overloaded operators.
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*/
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CrewClass(void) : Kills(0) {};
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CrewClass(NoInitClass const &) {};
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~CrewClass(void) {};
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int Made_A_Kill(void) {
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Kills++;
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return(Kills);
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};
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private:
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};
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#endif
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