CREW.H 3.2 KB

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  1. //
  2. // Copyright 2020 Electronic Arts Inc.
  3. //
  4. // TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
  5. // software: you can redistribute it and/or modify it under the terms of
  6. // the GNU General Public License as published by the Free Software Foundation,
  7. // either version 3 of the License, or (at your option) any later version.
  8. // TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
  9. // in the hope that it will be useful, but with permitted additional restrictions
  10. // under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
  11. // distributed with this program. You should have received a copy of the
  12. // GNU General Public License along with permitted additional restrictions
  13. // with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
  14. /* $Header: /CounterStrike/CREW.H 1 3/03/97 10:24a Joe_bostic $ */
  15. /***********************************************************************************************
  16. *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
  17. ***********************************************************************************************
  18. * *
  19. * Project Name : Command & Conquer *
  20. * *
  21. * File Name : CREW.H *
  22. * *
  23. * Programmer : Joe L. Bostic *
  24. * *
  25. * Start Date : April 23, 1994 *
  26. * *
  27. * Last Update : April 23, 1994 [JLB] *
  28. * *
  29. *---------------------------------------------------------------------------------------------*
  30. * Functions: *
  31. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  32. #ifndef CREW_H
  33. #define CREW_H
  34. /****************************************************************************
  35. ** This class handles the basic crew logic. This includes hero tracking,
  36. ** crew bail-out, and attached object logic.
  37. */
  38. class CrewClass
  39. {
  40. public:
  41. /*
  42. ** This keeps track of the number of "kills" the unit as accumulated.
  43. ** When it reaches a certain point, the unit improves.
  44. */
  45. unsigned short Kills;
  46. /*
  47. ** Constructors, Destructors, and overloaded operators.
  48. */
  49. CrewClass(void) : Kills(0) {};
  50. CrewClass(NoInitClass const &) {};
  51. ~CrewClass(void) {};
  52. int Made_A_Kill(void) {
  53. Kills++;
  54. return(Kills);
  55. };
  56. private:
  57. };
  58. #endif