/* ** 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: ObjectWeaponStatusHelper.h /////////////////////////////////////////////////////////////// // Author: Steven Johnson, Colin Day - September 202 // Desc: Object helpder - WeaponStatus /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __OBJECT_WEAPON_STATUS_HELPER_H_ #define __OBJECT_WEAPON_STATUS_HELPER_H_ // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "Common/ThingTemplate.h" #include "GameLogic/Object.h" #include "GameLogic/Module/ObjectHelper.h" // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ class ObjectWeaponStatusHelperModuleData : public ModuleData { }; // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ class ObjectWeaponStatusHelper : public ObjectHelper { MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( ObjectWeaponStatusHelper, ObjectWeaponStatusHelperModuleData ) MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(ObjectWeaponStatusHelper, "ObjectWeaponStatusHelperPool" ) protected: /* The ObjectWeaponStatusHelper needs to have its update run after all "normal" user update modules, so it redefines this. Please don't redefine this for other modules without very careful deliberation. (srj) */ virtual SleepyUpdatePhase getUpdatePhase() const { return PHASE_FINAL; } public: ObjectWeaponStatusHelper( Thing *thing, const ModuleData *modData ) : ObjectHelper( thing, modData ) { // unlike other helpers, this one needs to start active. DEBUG_ASSERTCRASH(getObject()->getTemplate()->canPossiblyHaveAnyWeapon(), ("should not be instantiated if we have no weapon")); setWakeFrame(getObject(), UPDATE_SLEEP_NONE); } // virtual destructor prototype provided by memory pool object virtual UpdateSleepTime update() { getObject()->adjustModelConditionForWeaponStatus(); // unlike other helpers, this one must run every frame. return UPDATE_SLEEP_NONE; } }; #endif // end __OBJECT_DEFECTION_HELPER_H_