/* ** 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: ImmortalBody.cpp //////////////////////////////////////////////////////////////////////// // Author: Graham Smallwood, April 2002 // Desc: Just like Active Body, but won't let health drop below 1 /////////////////////////////////////////////////////////////////////////////////////////////////// // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #include "Common/Xfer.h" #include "GameLogic/Object.h" #include "GameLogic/Damage.h" #include "GameLogic/Module/ImmortalBody.h" // PUBLIC FUNCTIONS /////////////////////////////////////////////////////////////////////////////// //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- ImmortalBody::ImmortalBody( Thing *thing, const ModuleData* moduleData ) : ActiveBody( thing, moduleData ) { } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- ImmortalBody::~ImmortalBody( void ) { } // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ void ImmortalBody::internalChangeHealth( Real delta ) { // Don't let anything changes us to below one hit point delta = max( delta, -getHealth() + 1 ); // extend functionality, but I go first because I can't let you die and then fix it, I must prevent ActiveBody::internalChangeHealth( delta ); // nothing -- never mark it as dead. DEBUG_ASSERTCRASH( (getHealth() > 0 && !getObject()->isEffectivelyDead() ), ("Immortal objects should never get marked as dead!")); } // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void ImmortalBody::crc( Xfer *xfer ) { // extend base class ActiveBody::crc( xfer ); } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer method * Version Info: * 1: Initial version */ // ------------------------------------------------------------------------------------------------ void ImmortalBody::xfer( Xfer *xfer ) { // version XferVersion currentVersion = 1; XferVersion version = currentVersion; xfer->xferVersion( &version, currentVersion ); // extend base class ActiveBody::xfer( xfer ); } // end xfer // ------------------------------------------------------------------------------------------------ /** Load post process */ // ------------------------------------------------------------------------------------------------ void ImmortalBody::loadPostProcess( void ) { // extend base class ActiveBody::loadPostProcess(); } // end loadPostProcess