/* ** Command & Conquer Generals(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) 2001-2003 Electronic Arts Inc. // // // //////////////////////////////////////////////////////////////////////////////// // FILE: INIParticleSys.cpp /////////////////////////////////////////////////////////////////////////// // Author: Michael S. Booth, November 2001 // Desc: Parsing Particle System INI entries /////////////////////////////////////////////////////////////////////////////////////////////////// #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #include "Common/INI.h" #include "GameClient/ParticleSys.h" /** * Parse entry */ void INI::parseParticleSystemDefinition( INI* ini ) { AsciiString name; // read the name const char* c = ini->getNextToken(); name.set( c ); // find existing item if present ParticleSystemTemplate *sysTemplate = const_cast(TheParticleSystemManager->findTemplate( name )); if (sysTemplate == NULL) { // no item is present, create a new one sysTemplate = TheParticleSystemManager->newTemplate( name ); } // parse the ini definition ini->initFromINI( sysTemplate, sysTemplate->getFieldParse() ); }