/* ** 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: KeepObjectDie.h ///////////////////////////////////////////////////////////////////////////// // Author: Kris Morness, November 2002 // Desc: Die module for things that want to leave rubble in the world and don't have other die // modules. This fixes civilian buildings that don't have garrison contains. Garrison // contains have a die module built in, so these buildings need something. Without it // they default to the destroydie module which outright removes the object. /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __KEEP_OBJECT_DIE_H_ #define __KEEP_OBJECT_DIE_H_ // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "GameLogic/Module/DieModule.h" #include "Common/INI.h" // FORWARD REFERENCES ///////////////////////////////////////////////////////////////////////////// class Thing; class KeepObjectDie : public DieModule { MAKE_STANDARD_MODULE_MACRO( KeepObjectDie ); MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( KeepObjectDie, "KeepObjectDie" ) public: KeepObjectDie( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool declaration virtual void onDie( const DamageInfo *damageInfo ); }; #endif // __KEEP_OBJECT_DIE_H_