/* ** 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: ProneUpdate.h ////////////////////////////////////////////////////////////////////////// // Author: Graham Smallwood, March 2002 // Desc: Update module to encapsulate what it means to be "prone" /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __PRONE_UPDATE_H_ #define __PRONE_UPDATE_H_ // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "GameLogic/Module/UpdateModule.h" // FORWARD REFERENCES ///////////////////////////////////////////////////////////////////////////// class Thing; class DamageInfo; //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- class ProneUpdateModuleData : public ModuleData { public: Real m_damageToFramesRatio; ///< Conversion from damage dealt to number of frames we cower ProneUpdateModuleData(); static void buildFieldParse(MultiIniFieldParse& p); private: }; //------------------------------------------------------------------------------------------------- /** The default update module */ //------------------------------------------------------------------------------------------------- class ProneUpdate : public UpdateModule { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( ProneUpdate, "ProneUpdate" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( ProneUpdate, ProneUpdateModuleData ); public: ProneUpdate( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool declaration void goProne( const DamageInfo *damageInfo ); virtual UpdateSleepTime update(); protected: void startProneEffects(); void stopProneEffects(); Int m_proneFrames; }; #endif