/* ** 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: FireWeaponPower.h ///////////////////////////////////////////////// //----------------------------------------------------------------------------- // // Electronic Arts Pacific. // // Confidential Information // Copyright (C) 2002 - All Rights Reserved // //----------------------------------------------------------------------------- // // Created: August 2003 // // Filename: FireWeaponPower.h // // Author: Kris Morness // // Purpose: Simply loads and fires a specific weapon controlled by a superweapon timer. //----------------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __FIRE_WEAPON_POWER_H #define __FIRE_WEAPON_POWER_H #include "GameLogic/Module/SpecialPowerModule.h" class Object; class SpecialPowerTemplate; struct FieldParse; enum ScienceType; class FireWeaponPowerModuleData : public SpecialPowerModuleData { public: FireWeaponPowerModuleData( void ); static void buildFieldParse( MultiIniFieldParse& p ); UnsignedInt m_maxShotsToFire; }; //------------------------------------------------------------------------------------------------- class FireWeaponPower : public SpecialPowerModule { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( FireWeaponPower, "FireWeaponPower" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( FireWeaponPower, FireWeaponPowerModuleData ) public: FireWeaponPower( Thing *thing, const ModuleData *moduleData ); virtual void doSpecialPower( UnsignedInt commandOptions ); virtual void doSpecialPowerAtLocation( const Coord3D *loc, Real angle, UnsignedInt commandOptions ); virtual void doSpecialPowerAtObject( Object *obj, UnsignedInt commandOptions ); protected: }; #endif // __FIRE_WEAPON_POWER_H