/* ** 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: FXListDie.cpp /////////////////////////////////////////////////////////////////////////// // Author: Steven Johnson, Jan 2002 // Desc: Simple Die module /////////////////////////////////////////////////////////////////////////////////////////////////// // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #define DEFINE_DAMAGE_NAMES #include "Common/INI.h" #include "Common/ThingTemplate.h" #include "Common/Xfer.h" #include "GameClient/FXList.h" #include "GameLogic/Damage.h" #include "GameLogic/GameLogic.h" #include "GameLogic/Object.h" #include "GameLogic/Module/FXListDie.h" #include "GameLogic/Module/AIUpdate.h" //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- FXListDie::FXListDie( Thing *thing, const ModuleData* moduleData ) : DieModule( thing, moduleData ) { } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- FXListDie::~FXListDie( void ) { } //------------------------------------------------------------------------------------------------- /** The die callback. */ //------------------------------------------------------------------------------------------------- void FXListDie::onDie( const DamageInfo *damageInfo ) { if (!isDieApplicable(damageInfo)) return; const FXListDieModuleData* d = getFXListDieModuleData(); if (d->m_defaultDeathFX) { // if the object has any ambient sound(s), kill 'em now. TheAudio->stopAllAmbientsBy(getObject()); if (d->m_orientToObject) { Object *damageDealer = TheGameLogic->findObjectByID( damageInfo->in.m_sourceID ); FXList::doFXObj(getFXListDieModuleData()->m_defaultDeathFX, getObject(), damageDealer); } else { FXList::doFXPos(getFXListDieModuleData()->m_defaultDeathFX, getObject()->getPosition()); } } } // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void FXListDie::crc( Xfer *xfer ) { // extend base class DieModule::crc( xfer ); } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer method * Version Info: * 1: Initial version */ // ------------------------------------------------------------------------------------------------ void FXListDie::xfer( Xfer *xfer ) { // version XferVersion currentVersion = 1; XferVersion version = currentVersion; xfer->xferVersion( &version, currentVersion ); // extend base class DieModule::xfer( xfer ); } // end xfer // ------------------------------------------------------------------------------------------------ /** Load post process */ // ------------------------------------------------------------------------------------------------ void FXListDie::loadPostProcess( void ) { // extend base class DieModule::loadPostProcess(); } // end loadPostProcess