/* ** 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 : WWPhys * * * * $Archive:: /Commando/Code/wwphys/physdynamicsavesystem.h $* * * * Author:: Greg Hjelstrom * * * * $Modtime:: 11/07/00 9:49a $* * * * $Revision:: 4 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef PHYSDYNAMICSAVESYSTEM_H #define PHYSDYNAMICSAVESYSTEM_H #include "always.h" #include "saveloadsubsystem.h" /****************************************************************************************** ** ** PhysDynamicSaveSystemClass ** This SaveLoadSubSystem handles saving the dynamic data from the physics system. ** ******************************************************************************************/ class PhysDynamicSaveSystemClass : public SaveLoadSubSystemClass { public: virtual uint32 Chunk_ID (void) const; protected: virtual bool Contains_Data(void) const; virtual bool Save (ChunkSaveClass &csave); virtual bool Load (ChunkLoadClass &cload); virtual const char* Name() const { return "PhysDynamicSaveSystemClass"; } virtual void On_Post_Load(void); /* ** internal chunk id's */ enum { PDSSC_CHUNKID_SCENE = 0x00007001, PDSSC_CHUNKID_CONSTANTS, PDSSC_CHUNKID_PATHMGR }; }; /* ** _WWPhysDynamicSaveSystem - global instance of the sub-system for dynamic data */ extern PhysDynamicSaveSystemClass _PhysDynamicSaveSystem; #endif