/*
** 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() );
}