/* ** Command & Conquer Generals Zero Hour(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: EjectPilotDie.h ///////////////////////////////////////////////////////////////////////////// // Author: Steven Johnson, April 2002 // Desc: Create object at current object's death /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef _EjectPilotDie_H_ #define _EjectPilotDie_H_ // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "GameLogic/Module/DieModule.h" #include "Common/INI.h" // FORWARD REFERENCES ///////////////////////////////////////////////////////////////////////////// class Thing; class ObjectCreationList; //------------------------------------------------------------------------------------------------- class EjectPilotDieModuleData : public DieModuleData { public: const ObjectCreationList* m_oclInAir; const ObjectCreationList* m_oclOnGround; UnsignedInt m_invulnerableTime; EjectPilotDieModuleData(); static void buildFieldParse(MultiIniFieldParse& p); }; //------------------------------------------------------------------------------------------------- /** When this object dies, create another object in its place */ //------------------------------------------------------------------------------------------------- class EjectPilotDie : public DieModule { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( EjectPilotDie, "EjectPilotDie" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( EjectPilotDie, EjectPilotDieModuleData ); public: EjectPilotDie( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool declaration static void ejectPilot(const ObjectCreationList* ocl, const Object* dyingObject, const Object* damageDealer); virtual void onDie( const DamageInfo *damageInfo ); virtual DieModuleInterface* getEjectPilotDieInterface( void ) {return this; } }; #endif // _EjectPilotDie_H_