/* ** 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: FloatUpdate.h //////////////////////////////////////////////////////////////////////////// // Author: Colin Day, May 2002 // Desc: Floting on water update /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __FLOATUPDATE_H_ #define __FLOATUPDATE_H_ // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "GameLogic/Module/UpdateModule.h" // FORWARD REFERENCES ///////////////////////////////////////////////////////////////////////////// struct FieldParse; //------------------------------------------------------------------------------------------------- class FloatUpdateModuleData: public UpdateModuleData { public: FloatUpdateModuleData( void ); static void buildFieldParse(MultiIniFieldParse& p); Bool m_enabled; ///< enabled }; //------------------------------------------------------------------------------------------------- class FloatUpdate : public UpdateModule { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( FloatUpdate, "FloatUpdate" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( FloatUpdate, FloatUpdateModuleData ) public: FloatUpdate( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool declaration void setEnabled( Bool enabled ) { m_enabled = enabled; } ///< enable/disable floating virtual UpdateSleepTime update(); ///< Deciding whether or not to make new guys protected: Bool m_enabled; ///< enabled }; #endif // end __FLOATUPDATE_H_