/* ** 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/Commando/gdsingleplayer.cpp $* * * * $Author:: Denzil_l $* * * * $Modtime:: 12/13/01 2:35p $* * * * $Revision:: 22 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #include "gdsingleplayer.h" // I WANNA BE FIRST! #include "cnetwork.h" #include "translatedb.h" #include "string_ids.h" #include "playertype.h" //----------------------------------------------------------------------------- cGameDataSinglePlayer::cGameDataSinglePlayer(void) : cGameData() { //WWDEBUG_SAY(("cGameDataSinglePlayer::cGameDataSinglePlayer\n")); IsFriendlyFirePermitted.Set(true); IsTeamChangingAllowed.Set(false); SpawnWeapons.Set(true); Set_Max_Players(1); } //----------------------------------------------------------------------------- cGameDataSinglePlayer::~cGameDataSinglePlayer(void) { //WWDEBUG_SAY(("cGameDataSinglePlayer::~cGameDataSinglePlayer\n")); } //----------------------------------------------------------------------------- cGameDataSinglePlayer& cGameDataSinglePlayer::operator=(const cGameDataSinglePlayer& rhs) { // // Call the base class // cGameData::operator=(rhs); return (*this); } //----------------------------------------------------------------------------- const WCHAR* cGameDataSinglePlayer::Get_Static_Game_Name(void) { return TRANSLATION(IDS_MP_GAME_TYPE_SINGLE_PLAYER); } //----------------------------------------------------------------------------- int cGameDataSinglePlayer::Choose_Player_Type(cPlayer* player, int team_choice, bool is_grunt) { WWASSERT(cNetwork::I_Am_Server()); int team; if (is_grunt) { team = PLAYERTYPE_NOD; } else { team = PLAYERTYPE_GDI; } return team; }