/* ** 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: HealCrateCollide.h ///////////////////////////////////////////////////////////////////////// // Author: Graham Smallwood, March 2002 // Desc: A crate that heals everything owned by the collider /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef HEAL_CRATE_COLLIDE_H_ #define HEAL_CRATE_COLLIDE_H_ // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "Common/Module.h" #include "GameLogic/Module/CrateCollide.h" // FORWARD REFERENCES ///////////////////////////////////////////////////////////////////////////// class Thing; //------------------------------------------------------------------------------------------------- class HealCrateCollide : public CrateCollide { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( HealCrateCollide, "HealCrateCollide" ) MAKE_STANDARD_MODULE_MACRO( HealCrateCollide ); public: HealCrateCollide( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool declaration protected: /// This is the game logic execution function that all real CrateCollides will implement virtual Bool executeCrateBehavior( Object *other ); }; #endif