/* ** 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/editoronlyobjectnode.h $* * * * Author:: Patrick Smith * * * * $Modtime:: 9/19/01 3:08p $* * * * $Revision:: 2 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef __EDITORONLYOBJECTNODE_H #define __EDITORONLYOBJECTNODE_H #include "node.h" #include "icons.h" #include "decophys.h" ////////////////////////////////////////////////////////////////////// // Forward declarations ////////////////////////////////////////////////////////////////////// class PresetClass; ////////////////////////////////////////////////////////////////////// // // EditorOnlyObjectNodeClass // ////////////////////////////////////////////////////////////////////// class EditorOnlyObjectNodeClass : public NodeClass { public: ////////////////////////////////////////////////////////////////// // Public constructors/destructors ////////////////////////////////////////////////////////////////// EditorOnlyObjectNodeClass (PresetClass *preset = NULL); EditorOnlyObjectNodeClass (const EditorOnlyObjectNodeClass &src); ~EditorOnlyObjectNodeClass (void); ////////////////////////////////////////////////////////////// // Public operators ////////////////////////////////////////////////////////////// const EditorOnlyObjectNodeClass &operator= (const EditorOnlyObjectNodeClass &src); ////////////////////////////////////////////////////////////////// // Public methods ////////////////////////////////////////////////////////////////// // // From PersistClass // const PersistFactoryClass & Get_Factory (void) const; // // Inherited // NodeClass * Clone (void) { return new EditorOnlyObjectNodeClass (*this); } void Initialize (void); NODE_TYPE Get_Type (void) const { return NODE_TYPE_EDITOR_ONLY_OBJ; } int Get_Icon_Index (void) const { return OBJECT_ICON; } PhysClass * Peek_Physics_Obj (void) const { return DisplayObj; } bool Is_Static (void) const { return false; } void Add_To_Scene (void); void Remove_From_Scene (void); // // Export methods // void Pre_Export (void); void Post_Export (void); protected: ////////////////////////////////////////////////////////////////// // Protected methods ////////////////////////////////////////////////////////////////// private: ////////////////////////////////////////////////////////////////// // Private member data ////////////////////////////////////////////////////////////////// DecorationPhysClass * DisplayObj; }; #endif //__EDITORONLYOBJECTNODE_H