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- /*
- ** 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 <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // FILE: FireWeaponPower.h /////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- //
- // Electronic Arts Pacific.
- //
- // Confidential Information
- // Copyright (C) 2002 - All Rights Reserved
- //
- //-----------------------------------------------------------------------------
- //
- // Created: August 2003
- //
- // Filename: FireWeaponPower.h
- //
- // Author: Kris Morness
- //
- // Purpose: Simply loads and fires a specific weapon controlled by a superweapon timer.
- //-----------------------------------------------------------------------------
- ///////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef __FIRE_WEAPON_POWER_H
- #define __FIRE_WEAPON_POWER_H
- #include "GameLogic/Module/SpecialPowerModule.h"
- class Object;
- class SpecialPowerTemplate;
- struct FieldParse;
- enum ScienceType;
- class FireWeaponPowerModuleData : public SpecialPowerModuleData
- {
- public:
- FireWeaponPowerModuleData( void );
- static void buildFieldParse( MultiIniFieldParse& p );
- UnsignedInt m_maxShotsToFire;
- };
- //-------------------------------------------------------------------------------------------------
- class FireWeaponPower : public SpecialPowerModule
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( FireWeaponPower, "FireWeaponPower" )
- MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( FireWeaponPower, FireWeaponPowerModuleData )
- public:
- FireWeaponPower( Thing *thing, const ModuleData *moduleData );
- virtual void doSpecialPower( UnsignedInt commandOptions );
- virtual void doSpecialPowerAtLocation( const Coord3D *loc, Real angle, UnsignedInt commandOptions );
- virtual void doSpecialPowerAtObject( Object *obj, UnsignedInt commandOptions );
- protected:
- };
- #endif // __FIRE_WEAPON_POWER_H
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