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Initial commit of Command & Conquer Renegade source code.
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Code/Combat/effectrecycler.h
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97
Code/Combat/effectrecycler.h
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : Renegade *
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* *
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* $Archive:: /Commando/Code/Combat/effectrecycler.h $*
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* *
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* Original Author:: Greg Hjelstrom *
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 7/11/01 3:16p $*
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* *
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* $Revision:: 3 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef EFFECTRECYCLER_H
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#define EFFECTRECYCLER_H
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#include "always.h"
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#include "robjlist.h"
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#include "multilist.h"
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#include "combatphysobserver.h"
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#include "renderobjectrecycler.h"
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class Matrix3D;
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class TimedDecorationPhysDefClass;
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class TimedDecorationPhysClass;
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class RenderObjClass;
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/**
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** EffectRecyclerClass
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** This class can recycle any "fire-and-forget" eye-candy type rendering objects. It
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** will recycle both the render objects and timed-deco-phys wrappers internally. This
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** system will be used for things in the game like surface-effect particle emitters,
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** explosions, etc.
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**
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** This object will create/recycle the desired render object, insert it into the combat
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** scene, and reclaim the objects when the animation/emitter finishes.
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*/
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class EffectRecyclerClass : public CombatPhysObserverClass
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{
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public:
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EffectRecyclerClass(void);
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~EffectRecyclerClass(void);
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void Reset(void);
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void Spawn_Effect(TimedDecorationPhysDefClass * definition,const Matrix3D & tm);
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void Spawn_Effect(const char * render_obj_name,const Matrix3D & tm,float time = -1.0f);
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/*
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** PhysObserver Interface - whenever an effect expires, we can re-use the model and
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** physics object.
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*/
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virtual void Object_Removed_From_Scene(PhysClass * observed_obj);
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private:
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TimedDecorationPhysClass * internal_get_tdeco(void);
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RenderObjClass * internal_get_model(const char * robj_name,const Matrix3D & tm);
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RenderObjectRecyclerClass ModelRecycler;
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RefMultiListClass<TimedDecorationPhysClass> InactiveTDecos;
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};
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#endif //EFFECTRECYCLER_H
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