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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: BitFlags.cpp ///////////////////////////////////////////////////////////
- //
- // Used to set detail levels of various game systems.
- // Steven Johnson, Sept 2002
- //
- //
- ///////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h" // This must go first in EVERY cpp file in the GameEngine
- #include "Common/BitFlags.h"
- #include "Common/BitFlagsIO.h"
- #include "Common/ModelState.h"
- #include "GameLogic/ArmorSet.h"
- const char* ModelConditionFlags::s_bitNameList[] =
- {
- "TOPPLED",
- "FRONTCRUSHED",
- "BACKCRUSHED",
- "DAMAGED",
- "REALLYDAMAGED",
- "RUBBLE",
- "SPECIAL_DAMAGED",
- "NIGHT",
- "SNOW",
- "PARACHUTING",
- "GARRISONED",
- "ENEMYNEAR",
- "WEAPONSET_VETERAN",
- "WEAPONSET_ELITE",
- "WEAPONSET_HERO",
- "WEAPONSET_CRATEUPGRADE_ONE",
- "WEAPONSET_CRATEUPGRADE_TWO",
- "WEAPONSET_PLAYER_UPGRADE",
- "DOOR_1_OPENING",
- "DOOR_1_CLOSING",
- "DOOR_1_WAITING_OPEN",
- "DOOR_1_WAITING_TO_CLOSE",
- "DOOR_2_OPENING",
- "DOOR_2_CLOSING",
- "DOOR_2_WAITING_OPEN",
- "DOOR_2_WAITING_TO_CLOSE",
- "DOOR_3_OPENING",
- "DOOR_3_CLOSING",
- "DOOR_3_WAITING_OPEN",
- "DOOR_3_WAITING_TO_CLOSE",
- "DOOR_4_OPENING",
- "DOOR_4_CLOSING",
- "DOOR_4_WAITING_OPEN",
- "DOOR_4_WAITING_TO_CLOSE",
- "ATTACKING",
- "PREATTACK_A",
- "FIRING_A",
- "BETWEEN_FIRING_SHOTS_A",
- "RELOADING_A",
- "PREATTACK_B",
- "FIRING_B",
- "BETWEEN_FIRING_SHOTS_B",
- "RELOADING_B",
- "PREATTACK_C",
- "FIRING_C",
- "BETWEEN_FIRING_SHOTS_C",
- "RELOADING_C",
- "TURRET_ROTATE",
- "POST_COLLAPSE",
- "MOVING",
- "DYING",
- "AWAITING_CONSTRUCTION",
- "PARTIALLY_CONSTRUCTED",
- "ACTIVELY_BEING_CONSTRUCTED",
- "PRONE",
- "FREEFALL",
- "ACTIVELY_CONSTRUCTING",
- "CONSTRUCTION_COMPLETE",
- "RADAR_EXTENDING",
- "RADAR_UPGRADED",
- "PANICKING", // yes, it's spelled with a "k". look it up.
- "AFLAME",
- "SMOLDERING",
- "BURNED",
- "DOCKING",
- "DOCKING_BEGINNING",
- "DOCKING_ACTIVE",
- "DOCKING_ENDING",
- "CARRYING",
- "FLOODED",
- "LOADED",
- "JETAFTERBURNER",
- "JETEXHAUST",
- "PACKING",
- "UNPACKING",
- "DEPLOYED",
- "OVER_WATER",
- "POWER_PLANT_UPGRADED",
- "CLIMBING",
- "SOLD",
- #ifdef ALLOW_SURRENDER
- "SURRENDER",
- #endif
- "RAPPELLING",
- "ARMED",
- "POWER_PLANT_UPGRADING",
-
- "SPECIAL_CHEERING",
- "CONTINUOUS_FIRE_SLOW",
- "CONTINUOUS_FIRE_MEAN",
- "CONTINUOUS_FIRE_FAST",
- "RAISING_FLAG",
- "CAPTURED",
- "EXPLODED_FLAILING",
- "EXPLODED_BOUNCING",
- "SPLATTED",
- "USING_WEAPON_A",
- "USING_WEAPON_B",
- "USING_WEAPON_C",
- "PREORDER",
-
- "CENTER_TO_LEFT",
- "LEFT_TO_CENTER",
- "CENTER_TO_RIGHT",
- "RIGHT_TO_CENTER",
- "RIDER1", //Kris: Added these for different combat-bike riders, but feel free to use these for anything.
- "RIDER2",
- "RIDER3",
- "RIDER4",
- "RIDER5",
- "RIDER6",
- "RIDER7",
- "RIDER8",
- "STUNNED_FLAILING", // Daniel Teh's idea, added by Lorenzen, 5/28/03
- "STUNNED",
- "SECOND_LIFE",
- "JAMMED",
- "ARMORSET_CRATEUPGRADE_ONE",
- "ARMORSET_CRATEUPGRADE_TWO",
- "USER_1",
- "USER_2",
-
- "DISGUISED",
-
- NULL
- };
-
- const char* ArmorSetFlags::s_bitNameList[] =
- {
- "VETERAN",
- "ELITE",
- "HERO",
- "PLAYER_UPGRADE",
- "WEAK_VERSUS_BASEDEFENSES",
- "SECOND_LIFE",
- "CRATE_UPGRADE_ONE",
- "CRATE_UPGRADE_TWO",
- NULL
- };
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