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/WARHEAD.H
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REDALERT/WARHEAD.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/WARHEAD.H 1 3/03/97 10:26a 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 : WARHEAD.H *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : 05/17/96 *
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* *
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* Last Update : May 17, 1996 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef WARHEAD_H
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#define WARHEAD_H
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/**********************************************************************
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** Each of the warhead types has specific characteristics. This structure
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** holds these characteristics.
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*/
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class WarheadTypeClass
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{
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public:
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WarheadTypeClass(char const * name);
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WarheadTypeClass(NoInitClass const &) {}
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void * operator new(size_t);
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static void * operator new(size_t , void * ptr) {return(ptr);};
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void operator delete(void * pointer);
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void Code_Pointers(void) {}
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void Decode_Pointers(void) {}
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char const * Name(void) const {return(IniName);}
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bool Read_INI(CCINIClass & ini);
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static WarheadTypeClass * As_Pointer(WarheadType weapon);
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/*
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** This is the ID number of the weapon type. It is the weapon
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** type ID enum as well as the index number into the weapon
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** heap.
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*/
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int ID;
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/*
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** This is the identifying name of this warhead type.
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*/
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char const * IniName;
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/*
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** This value control how damage from this warhead type will reduce
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** over distance. The larger the number, the less the damage is reduced
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** the further the distance from the source of the damage.
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*/
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int SpreadFactor;
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/*
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** If this warhead type can destroy walls, then this flag will be true.
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*/
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bool IsWallDestroyer:1;
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/*
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** If this warhead can destroy wooden walls, then this flag will be true.
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*/
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bool IsWoodDestroyer:1;
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/*
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** Does this warhead damage tiberium?
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*/
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bool IsTiberiumDestroyer:1;
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/*
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** Only effective against infantry?
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*/
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bool IsOrganic:1;
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/*
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** The warhead damage is reduced depending on the the type of armor the
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** defender has. This table is what gives weapons their "character".
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*/
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fixed Modifier[ARMOR_COUNT];
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/*
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** Which explosion set to use for warhead impact.
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*/
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int ExplosionSet;
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/*
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** This specifies the infantry death animation to use if the infantry dies as
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** a result of a warhead of this type.
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*/
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int InfantryDeath;
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};
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#endif
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