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CnC_Renegade/Code/Commando/nethandler.h

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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando *
* *
* $Archive:: /Commando/Code/Commando/nethandler.h $*
* *
* $Author:: Tom_s $*
* *
* $Modtime:: 1/05/02 11:57a $*
* *
* $Revision:: 35 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSV_VER)
#pragma once
#endif
#ifndef NETHANDLER_H
#define NETHANDLER_H
#ifndef ALWAYS_H
#include "always.h"
#endif
#ifndef COMBAT_H
#include "combat.h"
#endif
//
// The combat lib calls these commando application-level methods.
// Other applications using the combat lib will not implement a class
// like this one.
//
class GameCombatNetworkHandlerClass : public CombatNetworkHandlerClass
{
public:
bool Can_Damage(ArmedGameObj * p_armed_damager, PhysicalGameObj * p_phys_victim);
float Get_Damage_Factor(ArmedGameObj * p_armed_damager, PhysicalGameObj * p_phys_victim);
bool Is_Gameplay_Permitted(void);
void On_Soldier_Kill(SoldierGameObj * p_soldier, SoldierGameObj * p_victim);
void On_Soldier_Death(SoldierGameObj * p_soldier);
};
#endif // NETHANDLER_H