/* ** 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: FireWeaponUpdate.h ///////////////////////////////////////////////////////////////////////// // Author: Graham Smallwood, August 2002 // Desc: Update fires a weapon at its own feet as quickly as the weapon allows /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __FIRE_WEAPON_UPDATE_H_ #define __FIRE_WEAPON_UPDATE_H_ // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "GameLogic/Module/UpdateModule.h" #include "GameLogic/Weapon.h" //------------------------------------------------------------------------------------------------- class FireWeaponUpdateModuleData : public UpdateModuleData { public: const WeaponTemplate* m_weaponTemplate; UnsignedInt m_initialDelayFrames; UnsignedInt m_exclusiveWeaponDelay; ///< If non-zero, any other weapon having fired this recently will keep us from doing anything FireWeaponUpdateModuleData(); static void buildFieldParse(MultiIniFieldParse& p); private: }; //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- class FireWeaponUpdate : public UpdateModule { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( FireWeaponUpdate, "FireWeaponUpdate" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( FireWeaponUpdate, FireWeaponUpdateModuleData ) public: FireWeaponUpdate( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool declaration virtual UpdateSleepTime update(); protected: Bool isOkayToFire(); Weapon* m_weapon; UnsignedInt m_initialDelayFrame; }; #endif