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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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* *
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* Project Name : G *
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* *
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* File Name : SLNODE.H *
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* *
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* Programmer : Philip W. Gorrow *
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* *
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* Start Date : 03/11/97 *
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* *
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* Last Update : March 11, 1997 [PWG] *
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* *
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*-------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if _MSC_VER >= 1000
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#pragma once
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#endif // _MSC_VER >= 1000
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#ifndef __SLNODE_H__
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#define __SLNODE_H__
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#ifndef ALWAYS_H
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#include "always.h"
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#endif
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#include "mempool.h"
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#ifndef NULL
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#define NULL 0
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#endif
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// Forward references for friend classes
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template <class T> class SList;
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//
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// The node class is responsible for maintaining the links between
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// data in a linked list. It works with the Single List Class to
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// manage a singularly linked list of objects.
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//
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class GenericSLNode : public AutoPoolClass<GenericSLNode, 256>
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{
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protected:
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void* Internal_Get_Next(void) { return NodeNext; };
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void Internal_Set_Next(void* n) { NodeNext=n; };
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void *Internal_Get_Data(void) { return NodeData; };
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void Internal_Get_Data(void* d) { NodeData=d; };
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//
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// Note that their is only one constructor for this class and it
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// requires you to provide an object. Furthermore it can be
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// created from anything but a friend or parent class.
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//
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GenericSLNode(void *obj)
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{NodeData = obj; NodeNext = 0; };
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//
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// You cannot declare a node class without giving it a data object.
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// Defining this type of constructor as private to the class insures
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// that it cannot be used.
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//
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private:
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GenericSLNode(void) {};
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void *NodeNext; // Next Node in the list chain
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void *NodeData; // Current Node in the list chain
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};
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template <class T>
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class SLNode : public GenericSLNode
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{
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public:
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//
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// Since the list class manages the Node Class it must be able to
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// access its private data.
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//
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friend class SList<T>;
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SLNode<T>* Next(void) { return reinterpret_cast<SLNode<T>*>(Internal_Get_Next()); }
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T *Data(void) { return reinterpret_cast<T*>(Internal_Get_Data()); }
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void Set_Next(SLNode<T>* n) { Internal_Set_Next(reinterpret_cast<void*>(n)); }
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protected:
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//
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// Note that their is only one constructor for this class and it
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// requires you to provide an object. Furthermore it can be
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// created from anything but a friend or parent class.
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//
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SLNode(T *obj) : GenericSLNode(obj) {}
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//
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// You cannot declare a node class without giving it a data object.
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// Defining this type of constructor as private to the class insures
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// that it cannot be used.
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//
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private:
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SLNode(void) {};
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};
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#endif
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