/* ** 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 . */ /*********************************************************************************************** *** 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 *** *********************************************************************************************** * * * Project Name : LevelEdit * * * * $Archive:: /Commando/Code/Tools/LevelEdit/PathfindStartNode.h $* * * * Author:: Patrick Smith * * * * $Modtime:: 11/14/99 4:00p $* * * * $Revision:: 2 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef __PATHFIND_START_NODE_H #define __PATHFIND_START_NODE_H #include "node.h" #include "vector.h" #include "icons.h" #include "decophys.h" // Forward declarations class PresetClass; //////////////////////////////////////////////////////////////////////////// // // PathfindStartNodeClass // //////////////////////////////////////////////////////////////////////////// class PathfindStartNodeClass : public NodeClass { public: ////////////////////////////////////////////////////////////////// // Public constructors/destructors ////////////////////////////////////////////////////////////////// PathfindStartNodeClass (PresetClass *preset = NULL); PathfindStartNodeClass (const PathfindStartNodeClass &src); ~PathfindStartNodeClass (void); ////////////////////////////////////////////////////////////// // Public operators ////////////////////////////////////////////////////////////// const PathfindStartNodeClass &operator= (const PathfindStartNodeClass &src); ////////////////////////////////////////////////////////////////// // Public methods ////////////////////////////////////////////////////////////////// // // PathfindStartNodeClass specific // // // From PersistClass // virtual const PersistFactoryClass & Get_Factory (void) const; // // From NodeClass // void Initialize (void); NodeClass * Clone (void) { return new PathfindStartNodeClass (*this); } NODE_TYPE Get_Type (void) const { return NODE_TYPE_PATHFIND_START; } int Get_Icon_Index (void) const { return PATHFIND_ICON; } PhysClass * Peek_Physics_Obj (void) const { return m_PhysObj; } bool Is_Static (void) const { return false; } bool Show_Settings_Dialog (void) { return true; } bool Can_Be_Rotated_Freely (void) const { return false; } void Set_Transform (const Matrix3D &tm); // // Export methods // void Pre_Export (void); void Post_Export (void); // From PersistClass bool Save (ChunkSaveClass &csave); bool Load (ChunkLoadClass &cload); protected: ////////////////////////////////////////////////////////////////// // Protected methods ////////////////////////////////////////////////////////////////// bool Load_Variables (ChunkLoadClass &cload); ////////////////////////////////////////////////////////////////// // Protected member data ////////////////////////////////////////////////////////////////// DecorationPhysClass * m_PhysObj; }; #endif //__PATHFIND_START_NODE_H