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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: WeaponSetUpgrade.cpp /////////////////////////////////////////////////////////////////////////////
- // Author: Graham Smallwood, March 2002
- // Desc: UpgradeModule that sets a weapon set bit for the Best Fit weapon set chooser to discover
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // 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/Module/WeaponSetUpgrade.h"
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- WeaponSetUpgrade::WeaponSetUpgrade( Thing *thing, const ModuleData* moduleData ) : UpgradeModule( thing, moduleData )
- {
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- WeaponSetUpgrade::~WeaponSetUpgrade( void )
- {
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- void WeaponSetUpgrade::upgradeImplementation( )
- {
- // Very simple; just need to flag the Object as having the player upgrade, and the WeaponSet chooser
- // will do the work of picking the right one from ini. This comment is as long as the code.
- Object *obj = getObject();
- obj->setWeaponSetFlag( WEAPONSET_PLAYER_UPGRADE );
- }
- // ------------------------------------------------------------------------------------------------
- /** CRC */
- // ------------------------------------------------------------------------------------------------
- void WeaponSetUpgrade::crc( Xfer *xfer )
- {
- // extend base class
- UpgradeModule::crc( xfer );
- } // end crc
- // ------------------------------------------------------------------------------------------------
- /** Xfer method
- * Version Info:
- * 1: Initial version */
- // ------------------------------------------------------------------------------------------------
- void WeaponSetUpgrade::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 WeaponSetUpgrade::loadPostProcess( void )
- {
- // extend base class
- UpgradeModule::loadPostProcess();
- } // end loadPostProcess
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