/* ** 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 . */ /*********************************************************************************************** *** Confidential - Westwood Studios *** *********************************************************************************************** * * * Project Name : Commando * * * * $Archive:: /Commando/Code/Combat/persistentgameobjobserver.h $* * * * $Author:: Byon_g $* * * * $Modtime:: 11/28/01 5:18p $* * * * $Revision:: 4 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #ifndef PERSISTENTGAMEOBJOBSERVER_H #define PERSISTENTGAMEOBJOBSERVER_H #ifndef ALWAYS_H #include "always.h" #endif #ifndef GAMEOBJOBSERVER_H #include "gameobjobserver.h" #endif #ifndef PERSIST_H #include "persist.h" #endif #ifndef VECTOR_H #include "vector.h" #endif /* ** PersistentGameObjObserverClass */ class PersistentGameObjObserverClass : public PersistClass, public GameObjObserverClass { public: PersistentGameObjObserverClass( void ); virtual ~PersistentGameObjObserverClass( void ); virtual bool Save( ChunkSaveClass & csave ); virtual bool Load( ChunkLoadClass & cload ); }; /* ** class PersistentGameObjObserverManager */ class PersistentGameObjObserverManager { public: static void Add( PersistentGameObjObserverClass * observer ); static void Remove( PersistentGameObjObserverClass * observer ); static bool Save( ChunkSaveClass & csave ); static bool Load( ChunkLoadClass & cload ); static void Reset( void ); private: static DynamicVectorClass ObserverList; }; #endif // PERSISTENTGAMEOBJOBSERVER_H