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/TEMPLATE.CPP
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REDALERT/TEMPLATE.CPP
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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/TEMPLATE.CPP 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 : TEMPLATE.CPP *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : May 17, 1994 *
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* *
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* Last Update : January 23, 1995 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* TemplateClass::Init -- Resets the template object system. *
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* TemplateClass::Mark -- Lifts or drops a template object. *
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* TemplateClass::Select -- Select the template object. *
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* TemplateClass::TemplateClass -- Template object constructor. *
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* TemplateClass::Unlimbo -- Places a template object into the game/map system. *
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* TemplateClass::delete -- Returns a template object to the pool. *
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* TemplateClass::new -- Allocates a template object from pool *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "function.h"
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#include "template.h"
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/***********************************************************************************************
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* TemplateClass::Init -- Resets the template object system. *
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* *
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* This routine resets the template object system. It is called *
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* prior to loading a new scenario. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 05/24/1994 JLB : Created. *
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*=============================================================================================*/
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void TemplateClass::Init(void)
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{
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Templates.Free_All();
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}
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/***********************************************************************************************
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* TemplateClass::Mark -- Lifts or drops a template object. *
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* *
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* This routine handles placing or removing a template object. This *
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* entails marking the map as appropriate and redisplaying affected *
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* cells. *
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* *
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* INPUT: mark -- The marking operation to perform. *
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* *
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* OUTPUT: bool; Was the template successfully marked? *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 05/17/1994 JLB : Created. *
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* 12/23/1994 JLB : Examines low level legality before processing. *
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*=============================================================================================*/
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bool TemplateClass::Mark(MarkType mark)
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{
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assert(Templates.ID(this) == ID);
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assert(IsActive);
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static bool noup = false;
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void const * iset = Get_Image_Data();
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if (iset && ObjectClass::Mark(mark)) {
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void * map = Get_Icon_Set_Map(iset);
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for (int y = 0; y < Class->Height; y++) {
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for (int x = 0; x < Class->Width; x++) {
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CELL cell = Coord_Cell(Coord) + y*MAP_CELL_W + x;
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if (Map.In_Radar(cell)) {
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CellClass * cellptr = &Map[cell];
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int number = y*Class->Width + x;
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/*
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** Determine if this logical icon actually maps to a real icon. If no real
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** icon is associated with this logical position, then don't do any action
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** since none is required.
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*/
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char * mapptr = (char*)map;
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bool real = (mapptr[number] != -1);
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if (real) {
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/*
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** Lift the terrain object from the map.
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*/
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if (mark == MARK_UP && !noup) {
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if (cellptr->TType == Class->Type && cellptr->TIcon == number) {
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cellptr->TType = TEMPLATE_NONE;
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cellptr->TIcon = 0;
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}
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}
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/*
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** Place the terrain object down.
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*/
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if (mark == MARK_DOWN) {
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if (*this == TEMPLATE_CLEAR1) {
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cellptr->TType = TEMPLATE_NONE;
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cellptr->TIcon = 0;
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} else {
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cellptr->TType = Class->Type;
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cellptr->TIcon = number;
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}
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/*
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** Make sure that no overlays or smudges exist after
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** placing the template down.
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*/
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cellptr->Smudge = SMUDGE_NONE;
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cellptr->SmudgeData = 0;
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cellptr->Overlay = OVERLAY_NONE;
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cellptr->OverlayData = 0;
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}
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cellptr->Redraw_Objects();
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cellptr->Recalc_Attributes();
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}
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}
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}
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}
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/*
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** When marking this template down onto the map, the map template numbers are update
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** but the template is removed from existence. Make sure that the deletion of the
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** template object doesn't also lift the template numbers up from the map.
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*/
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if (mark == MARK_DOWN) {
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noup = true;
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delete this;
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noup = false;
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}
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return(true);
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}
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return(false);
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}
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/***********************************************************************************************
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* TemplateClass::new -- Allocates a template object from pool *
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* *
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* This routine is used to allocate a template object from the *
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* template object pool. *
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* *
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* INPUT: size -- The size of a template object (not used). *
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* *
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* OUTPUT: Returns with a pointer to an available template object. *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 05/17/1994 JLB : Created. *
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*=============================================================================================*/
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void * TemplateClass::operator new(size_t )
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{
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void * ptr = Templates.Allocate();
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if (ptr) {
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((TemplateClass *)ptr)->IsActive = true;
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}
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return(ptr);
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}
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/***********************************************************************************************
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* TemplateClass::delete -- Returns a template object to the pool. *
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* *
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* This routine will return a template object to the template object *
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* pool. A template so returned is available for allocation again. *
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* *
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* INPUT: ptr -- Pointer to the object to be returned. *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 05/17/1994 JLB : Created. *
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*=============================================================================================*/
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void TemplateClass::operator delete(void * ptr)
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{
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if (ptr) {
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((TemplateClass *)ptr)->IsActive = false;
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}
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Templates.Free((TemplateClass *)ptr);
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}
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/***********************************************************************************************
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* TemplateClass::TemplateClass -- Template object constructor. *
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* *
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* This is the constructor for a template object. *
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* *
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* INPUT: type -- The template object this is to become. *
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* *
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* pos -- The position on the map to place the object. *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 05/17/1994 JLB : Created. *
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*=============================================================================================*/
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TemplateClass::TemplateClass(TemplateType type, CELL pos) :
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ObjectClass(RTTI_TEMPLATE, Templates.ID(this)),
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Class(TemplateTypes.Ptr((int)type))
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{
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if (pos != -1) {
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Unlimbo(Cell_Coord(pos));
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}
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}
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