274 lines
8.4 KiB
C++
274 lines
8.4 KiB
C++
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/*
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** Command & Conquer Renegade(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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*** Confidential - Westwood Studios ***
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***********************************************************************************************
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* *
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* Project Name : Commando *
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* *
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* $Archive:: /Commando/Code/Combat/damagezone.cpp $*
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* *
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* $Author:: Byon_g $*
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* *
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* $Modtime:: 7/16/01 12:14p $*
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* *
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* $Revision:: 13 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "damagezone.h"
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#include "persistfactory.h"
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#include "combatchunkid.h"
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#include "simpledefinitionfactory.h"
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#include "debug.h"
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#include "wwhack.h"
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#include "gameobjmanager.h"
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#include "smartgameobj.h"
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#include "colmath.h"
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#include "weapons.h"
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#include "damage.h"
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#include "wwprofile.h"
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#include "combat.h"
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#include "crandom.h"
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DECLARE_FORCE_LINK( DamageZone )
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SimplePersistFactoryClass<DamageZoneGameObjDef, CHUNKID_GAME_OBJECT_DEF_DAMAGE_ZONE> _DamageZoneGameObjDefPersistFactory;
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DECLARE_DEFINITION_FACTORY(DamageZoneGameObjDef, CLASSID_GAME_OBJECT_DEF_DAMAGE_ZONE, "Damage Zone") _DamageZoneGameObjDefDefFactory;
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DamageZoneGameObjDef::DamageZoneGameObjDef( void ) :
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DamageRate( 10 ),
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DamageWarhead( 1 ),
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Color( 0.7F, 0, 0 )
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{
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#ifdef PARAM_EDITING_ON
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EDITABLE_PARAM( DamageZoneGameObjDef, ParameterClass::TYPE_FLOAT, DamageRate );
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EnumParameterClass *param;
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param = new EnumParameterClass( &DamageWarhead );
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param->Set_Name ( "Damage Warhead" );
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for ( int i = 0; i < ArmorWarheadManager::Get_Num_Warhead_Types(); i++ ) {
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param->Add_Value ( ArmorWarheadManager::Get_Warhead_Name( i ), i );
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}
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GENERIC_EDITABLE_PARAM(DamageZoneGameObjDef,param)
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EDITABLE_PARAM( DamageZoneGameObjDef, ParameterClass::TYPE_COLOR, Color );
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#endif //PARAM_EDITING_ON
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}
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uint32 DamageZoneGameObjDef::Get_Class_ID (void) const
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{
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return CLASSID_GAME_OBJECT_DEF_DAMAGE_ZONE;
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}
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PersistClass * DamageZoneGameObjDef::Create( void ) const
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{
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DamageZoneGameObj * zone = new DamageZoneGameObj;
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zone->Init( *this );
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return zone;
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}
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enum {
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CHUNKID_DEF_PARENT = 626000947,
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CHUNKID_DEF_VARIABLES,
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XXXMICROCHUNKID_DEF_DAMAGE_TYPE = 1,
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MICROCHUNKID_DEF_ZONE_COLOR,
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MICROCHUNKID_DEF_DAMAGE_RATE,
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MICROCHUNKID_DEF_DAMAGE_WARHEAD,
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};
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bool DamageZoneGameObjDef::Save( ChunkSaveClass & csave )
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{
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csave.Begin_Chunk( CHUNKID_DEF_PARENT );
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BaseGameObjDef::Save( csave );
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csave.End_Chunk();
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csave.Begin_Chunk( CHUNKID_DEF_VARIABLES );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_ZONE_COLOR, Color );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_DAMAGE_RATE, DamageRate );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_DAMAGE_WARHEAD, DamageWarhead );
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csave.End_Chunk();
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return true;
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}
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bool DamageZoneGameObjDef::Load( ChunkLoadClass &cload )
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{
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while (cload.Open_Chunk()) {
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switch(cload.Cur_Chunk_ID()) {
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case CHUNKID_DEF_PARENT:
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BaseGameObjDef::Load( cload );
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break;
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case CHUNKID_DEF_VARIABLES:
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while (cload.Open_Micro_Chunk()) {
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switch(cload.Cur_Micro_Chunk_ID()) {
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READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_ZONE_COLOR, Color );
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READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_DAMAGE_RATE, DamageRate );
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READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_DAMAGE_WARHEAD, DamageWarhead );
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default:
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Debug_Say(("Unhandled Variable Chunk:%d File:%s Line:%d\r\n",cload.Cur_Micro_Chunk_ID(),__FILE__,__LINE__));
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break;
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}
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cload.Close_Micro_Chunk();
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}
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break;
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default:
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Debug_Say(("Unhandled Chunk:%d File:%s Line:%d\r\n",cload.Cur_Chunk_ID(),__FILE__,__LINE__));
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break;
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}
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cload.Close_Chunk();
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}
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return true;
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}
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const PersistFactoryClass & DamageZoneGameObjDef::Get_Factory (void) const
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{
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return _DamageZoneGameObjDefPersistFactory;
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}
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/*
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**
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*/
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DamageZoneGameObj::DamageZoneGameObj( void ) :
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DamageTimer( 0 )
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{
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}
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DamageZoneGameObj::~DamageZoneGameObj( void )
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{
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}
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void DamageZoneGameObj::Init( void )
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{
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Init( Get_Definition() );
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}
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void DamageZoneGameObj::Init( const DamageZoneGameObjDef & definition )
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{
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BaseGameObj::Init( definition );
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}
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const DamageZoneGameObjDef & DamageZoneGameObj::Get_Definition( void ) const
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{
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return (const DamageZoneGameObjDef &)BaseGameObj::Get_Definition();
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}
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enum {
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CHUNKID_PARENT = 626000947,
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CHUNKID_VARIABLES,
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MICROCHUNKID_BOUNDING_BOX = 1,
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MICROCHUNKID_DAMAGE_TIMER,
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};
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bool DamageZoneGameObj::Save( ChunkSaveClass & csave )
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{
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csave.Begin_Chunk( CHUNKID_PARENT );
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BaseGameObj::Save( csave );
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csave.End_Chunk();
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csave.Begin_Chunk( CHUNKID_VARIABLES );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_BOUNDING_BOX, BoundingBox );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DAMAGE_TIMER, DamageTimer );
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csave.End_Chunk();
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return true;
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}
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bool DamageZoneGameObj::Load( ChunkLoadClass &cload )
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{
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while (cload.Open_Chunk()) {
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switch(cload.Cur_Chunk_ID()) {
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case CHUNKID_PARENT:
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BaseGameObj::Load( cload );
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break;
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case CHUNKID_VARIABLES:
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while (cload.Open_Micro_Chunk()) {
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switch(cload.Cur_Micro_Chunk_ID()) {
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READ_MICRO_CHUNK( cload, MICROCHUNKID_BOUNDING_BOX, BoundingBox );
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READ_MICRO_CHUNK( cload, MICROCHUNKID_DAMAGE_TIMER, DamageTimer );
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default:
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Debug_Say(("Unhandled Chunk:%d File:%s Line:%d\r\n",cload.Cur_Chunk_ID(),__FILE__,__LINE__));
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break;
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}
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cload.Close_Micro_Chunk();
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}
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break;
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default:
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Debug_Say(("Unhandled Chunk:%d File:%s Line:%d\r\n",cload.Cur_Chunk_ID(),__FILE__,__LINE__));
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break;
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}
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cload.Close_Chunk();
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}
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return true;
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}
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SimplePersistFactoryClass<DamageZoneGameObj, CHUNKID_GAME_OBJECT_DAMAGE_ZONE> _DamageZonePersistFactory;
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const PersistFactoryClass & DamageZoneGameObj::Get_Factory( void ) const
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{
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return _DamageZonePersistFactory;
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}
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void DamageZoneGameObj::Think( void )
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{
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WWPROFILE( "DamageZone Think" );
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if ( !CombatManager::I_Am_Server() ) {
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return;
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}
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// Only apply damage every second...
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DamageTimer += TimeManager::Get_Frame_Seconds();
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// Scramble it a bit so all don't hit at the same time...
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float trigger = 1.0f;
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trigger = FreeRandom.Get_Float( 1.0f, 1.5f );
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if ( DamageTimer >= trigger ) {
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// Debug_Say(( "Zone Damage %f\n", DamageTimer ));
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OffenseObjectClass offense( Get_Definition().DamageRate, Get_Definition().DamageWarhead );
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SLNode<SmartGameObj> * smart_objnode;
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for (smart_objnode = GameObjManager::Get_Smart_Game_Obj_List()->Head(); smart_objnode; smart_objnode = smart_objnode->Next()) {
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SmartGameObj * obj = smart_objnode->Data();
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WWASSERT( obj != NULL );
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Vector3 pos;
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obj->Get_Position(&pos);
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if ( CollisionMath::Overlap_Test(BoundingBox,pos) == CollisionMath::INSIDE ) {
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obj->Apply_Damage_Extended( offense, DamageTimer );
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}
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}
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DamageTimer = 0;
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}
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}
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