/* ** 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: BoneFXDamage.cpp /////////////////////////////////////////////////////////////////// // Author: Bryan Cleveland, March 2002 // Desc: Damage module that goes with BoneFX update /////////////////////////////////////////////////////////////////////////////////////////////////// // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #include "Common/Xfer.h" #include "GameClient/Drawable.h" #include "GameLogic/GameLogic.h" #include "GameLogic/Object.h" #include "GameLogic/Module/BoneFXDamage.h" #include "GameLogic/Module/BoneFXUpdate.h" //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- BoneFXDamage::BoneFXDamage( Thing *thing, const ModuleData* moduleData ) : DamageModule( thing, moduleData ) { } // end BoneFXDamage //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- BoneFXDamage::~BoneFXDamage( void ) { } // end ~BoneFXDamage //------------------------------------------------------------------------------------------------- void BoneFXDamage::onObjectCreated() { static NameKeyType key_BoneFXUpdate = NAMEKEY("BoneFXUpdate"); BoneFXUpdate* bfxu = (BoneFXUpdate*)getObject()->findUpdateModule(key_BoneFXUpdate); if (bfxu == NULL) { DEBUG_ASSERTCRASH(bfxu != NULL, ("BoneFXDamage requires BoneFXUpdate")); throw INI_INVALID_DATA; } } //------------------------------------------------------------------------------------------------- /** Switching damage states */ //------------------------------------------------------------------------------------------------- void BoneFXDamage::onBodyDamageStateChange( const DamageInfo *damageInfo, BodyDamageType oldState, BodyDamageType newState ) { static NameKeyType key_BoneFXUpdate = NAMEKEY("BoneFXUpdate"); BoneFXUpdate* bfxu = (BoneFXUpdate*)getObject()->findUpdateModule(key_BoneFXUpdate); if (bfxu) bfxu->changeBodyDamageState(oldState, newState); } // end onBodyDamageStateChange // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void BoneFXDamage::crc( Xfer *xfer ) { // extend base class DamageModule::crc( xfer ); } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer method * Version Info: * 1: Initial version */ // ------------------------------------------------------------------------------------------------ void BoneFXDamage::xfer( Xfer *xfer ) { // version XferVersion currentVersion = 1; XferVersion version = currentVersion; xfer->xferVersion( &version, currentVersion ); // extend base class DamageModule::xfer( xfer ); } // end xfer // ------------------------------------------------------------------------------------------------ /** Load post process */ // ------------------------------------------------------------------------------------------------ void BoneFXDamage::loadPostProcess( void ) { // extend base class DamageModule::loadPostProcess(); } // end loadPostProcess