/* ** 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: StructureBody.cpp //////////////////////////////////////////////////////////////////////// // Author: Colin Day, November 2001 // Desc: Structure bodies are active bodies specifically for structures that are built // and/or interactable (is that a world) with the player. /////////////////////////////////////////////////////////////////////////////////////////////////// // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #include "Common/Xfer.h" #include "GameLogic/Object.h" #include "GameLogic/Damage.h" #include "GameLogic/Module/StructureBody.h" // PUBLIC FUNCTIONS /////////////////////////////////////////////////////////////////////////////// //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- StructureBody::StructureBody( Thing *thing, const ModuleData* moduleData ) : ActiveBody( thing, moduleData ) { m_constructorObjectID = INVALID_ID; } // end StructureBody //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- StructureBody::~StructureBody( void ) { } // end ~StructureBody //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- void StructureBody::setConstructorObject( Object *obj ) { if( obj ) m_constructorObjectID = obj->getID(); } // end setConstructorObject // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void StructureBody::crc( Xfer *xfer ) { // extend base class ActiveBody::crc( xfer ); } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer method * Version Info: * 1: Initial version */ // ------------------------------------------------------------------------------------------------ void StructureBody::xfer( Xfer *xfer ) { // version XferVersion currentVersion = 1; XferVersion version = currentVersion; xfer->xferVersion( &version, currentVersion ); // base class ActiveBody::xfer( xfer ); // constructor object id xfer->xferObjectID( &m_constructorObjectID ); } // end xfer // ------------------------------------------------------------------------------------------------ /** Load post process */ // ------------------------------------------------------------------------------------------------ void StructureBody::loadPostProcess( void ) { // extend base class ActiveBody::loadPostProcess(); } // end loadPostProcess