/* ** 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: StealthUpgrade.cpp ///////////////////////////////////////////////////////////////////////////// // Author: Kris Morness, May 2002 // Desc: An upgrade that set's the owner's OBJECT_STATUS_CAN_STEALTH Status /////////////////////////////////////////////////////////////////////////////////////////////////// // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #include "Common/Xfer.h" #include "GameLogic/Module/StealthUpgrade.h" #include "GameLogic/Module/SpawnBehavior.h" #include "GameLogic/Object.h" //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- StealthUpgrade::StealthUpgrade( Thing *thing, const ModuleData* moduleData ) : UpgradeModule( thing, moduleData ) { } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- StealthUpgrade::~StealthUpgrade( void ) { } //------------------------------------------------------------------------------------------------- void StealthUpgrade::upgradeImplementation( ) { // The logic that does the stealthupdate will notice this and start stealthing Object *me = getObject(); me->setStatus( MAKE_OBJECT_STATUS_MASK( OBJECT_STATUS_CAN_STEALTH ) ); //Grant stealth to spawns if applicable. if( me->isKindOf( KINDOF_SPAWNS_ARE_THE_WEAPONS ) ) { SpawnBehaviorInterface *sbInterface = me->getSpawnBehaviorInterface(); if( sbInterface ) { sbInterface->giveSlavesStealthUpgrade( TRUE ); } } } // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void StealthUpgrade::crc( Xfer *xfer ) { // extend base class UpgradeModule::crc( xfer ); } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer method * Version Info: * 1: Initial version */ // ------------------------------------------------------------------------------------------------ void StealthUpgrade::xfer( Xfer *xfer ) { // version XferVersion currentVersion = 1; XferVersion version = currentVersion; xfer->xferVersion( &version, currentVersion ); // extend base class UpgradeModule::xfer( xfer ); } // end xfer // ------------------------------------------------------------------------------------------------ /** Load post process */ // ------------------------------------------------------------------------------------------------ void StealthUpgrade::loadPostProcess( void ) { // extend base class UpgradeModule::loadPostProcess(); } // end loadPostProcess