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Initial commit of Command & Conquer Renegade source code.
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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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*** Confidential - Westwood Studios ***
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***********************************************************************************************
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* *
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* Project Name : Commando *
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* *
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* $Archive:: /Commando/Code/Commando/netevent.cpp $*
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* *
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* $Author:: Tom_s $*
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* *
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* $Modtime:: 11/10/01 1:03p $*
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* *
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* $Revision:: 5 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "netevent.h"
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#include "cnetwork.h"
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//-----------------------------------------------------------------------------
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void
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cNetEvent::Init(void)
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{
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WWASSERT(cNetwork::I_Am_Server());
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if (cNetwork::I_Am_Client())
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{
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Act();
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}
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//
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// This is a transient object. It is created, rendered, and destroyed immediately.
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//
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Set_Delete_Pending();
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}
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//-----------------------------------------------------------------------------
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void
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cNetEvent::Export_Creation(BitStreamClass &packet)
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{
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NetworkObjectClass::Export_Creation(packet);
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}
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//-----------------------------------------------------------------------------
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void
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cNetEvent::Import_Creation(BitStreamClass &packet)
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{
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NetworkObjectClass::Import_Creation(packet);
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}
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