/* ** 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: UndeadBody.h //////////////////////////////////////////////////////////////////////// // Author: Graham Smallwood, June 2003 // Desc: First death is intercepted and sets flags and setMaxHealth. Second death is handled normally. /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __UNDEAD_BODY_H #define __UNDEAD_BODY_H // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "GameLogic/Module/ActiveBody.h" // FORWARD REFERENCES ///////////////////////////////////////////////////////////////////////////// class Object; //------------------------------------------------------------------------------------------------- class UndeadBodyModuleData : public ActiveBodyModuleData { public: Real m_secondLifeMaxHealth; UndeadBodyModuleData(); static void buildFieldParse(MultiIniFieldParse& p); }; //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- class UndeadBody : public ActiveBody { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( UndeadBody, "UndeadBody" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( UndeadBody, UndeadBodyModuleData ) public: UndeadBody( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool declaration virtual void attemptDamage( DamageInfo *damageInfo ); ///< try to damage this object protected: Bool m_isSecondLife; /** This is false until I detect death the first time, then I change my Max, Initial, and Current health and stop intercepting anything. */ void startSecondLife(DamageInfo *damageInfo); }; #endif