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/SUPER.H
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REDALERT/SUPER.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/SUPER.H 1 3/03/97 10:25a 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 : SUPER.H *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : 07/28/95 *
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* *
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* Last Update : July 28, 1995 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef SUPER_H
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#define SUPER_H
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#include "ftimer.h"
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class SuperClass {
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public:
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SuperClass(NoInitClass const & x) : Control(x) {};
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SuperClass(void) : Control(NoInitClass()) {};
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SuperClass(int recharge, bool powered, VoxType charging=VOX_NONE, VoxType ready=VOX_NONE, VoxType impatient=VOX_NONE, VoxType suspend=VOX_NONE);
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bool Suspend(bool on);
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bool Enable(bool onetime = false, bool player=false, bool quiet=false);
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void Forced_Charge(bool player=false);
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bool AI(bool player=false);
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bool Remove(void);
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void Impatient_Click(void) const;
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int Anim_Stage(void) const;
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bool Discharged(bool player);
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bool Is_Ready(void) const {return(IsReady);}
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bool Is_Present(void) const {return(IsPresent);}
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bool Is_One_Time(void) const {return(IsOneTime && IsPresent);}
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bool Is_Powered(void) const {return(IsPowered);}
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//Needed access to recharge times for tooltips - 2019/08/14 Jason Scott
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int Get_Recharge_Time() const { return(RechargeTime); };
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private:
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bool Recharge(bool player=false);
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unsigned IsPowered:1;
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unsigned IsPresent:1;
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unsigned IsOneTime:1;
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unsigned IsReady:1;
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CDTimerClass<FrameTimerClass> Control;
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int OldStage;
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VoxType VoxRecharge;
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VoxType VoxCharging;
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VoxType VoxImpatient;
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VoxType VoxSuspend;
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int RechargeTime;
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//Needed to make ANIMATION_STAGES public so the animation frame numbers could be turned into progress
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//percentages - 2019/08/07 Jason Scott
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public:
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enum {
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ANIMATION_STAGES=54
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};
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};
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#endif
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