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unify(common): Merge ObjectStatusTypes code (#1894)
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Generals/Code/GameEngine/Include/Common/ObjectStatusTypes.h

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@@ -70,6 +70,25 @@ enum ObjectStatusTypes CPP_11(: Int)
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OBJECT_STATUS_NO_ATTACK_FROM_AI, ///< attacking this object may not be done from commandSource == CMD_FROM_AI
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OBJECT_STATUS_IGNORING_STEALTH, ///< temporarily ignoring all stealth bits. (used only for some special-case mine clearing stuff.)
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OBJECT_STATUS_IS_CARBOMB, ///< Object is now a carbomb.
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// TheSuperHackers @info New statuses added in Zero Hour
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// Note: Loading old save games that do not track these flags in objects will not recover them. Expect logic bugs.
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OBJECT_STATUS_DECK_HEIGHT_OFFSET, ///< Object factors deck height on top of ground altitude.
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OBJECT_STATUS_RIDER1,
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OBJECT_STATUS_RIDER2,
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OBJECT_STATUS_RIDER3,
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OBJECT_STATUS_RIDER4,
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OBJECT_STATUS_RIDER5,
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OBJECT_STATUS_RIDER6,
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OBJECT_STATUS_RIDER7,
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OBJECT_STATUS_RIDER8,
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OBJECT_STATUS_FAERIE_FIRE, ///< Anyone shooting at you shoots faster than normal
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OBJECT_STATUS_MISSILE_KILLING_SELF, ///< Object (likely a missile or bomb) is *BUSTING* its way through the *BUNKER*, building or ground, awaiting death at the bottom.
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OBJECT_STATUS_REASSIGN_PARKING, ///< Jet is trying to get a better parking assignment.
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OBJECT_STATUS_BOOBY_TRAPPED, ///< We need to know we have a booby trap on us so we can detonate it from many different code segments
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OBJECT_STATUS_IMMOBILE, ///< Do not move!
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OBJECT_STATUS_DISGUISED, ///< Object is disguised (a type of stealth)
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OBJECT_STATUS_DEPLOYED, ///< Object is deployed.
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// add more status types here and don't forget to add to the string table ObjectStatusMaskType::s_bitNameList[]
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OBJECT_STATUS_COUNT

Generals/Code/GameEngine/Source/Common/System/ObjectStatusTypes.cpp

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@@ -64,6 +64,23 @@ const char* const ObjectStatusMaskType::s_bitNameList[] =
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"NO_ATTACK_FROM_AI",
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"IGNORING_STEALTH",
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"IS_CARBOMB",
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// TheSuperHackers @info New statuses added in Zero Hour
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"DECK_HEIGHT_OFFSET",
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"STATUS_RIDER1",
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"STATUS_RIDER2",
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"STATUS_RIDER3",
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"STATUS_RIDER4",
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"STATUS_RIDER5",
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"STATUS_RIDER6",
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"STATUS_RIDER7",
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"STATUS_RIDER8",
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"FAERIE_FIRE",
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"KILLING_SELF",
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"REASSIGN_PARKING",
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"BOOBY_TRAPPED",
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"IMMOBILE",
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"DISGUISED",
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"DEPLOYED",
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NULL
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};
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static_assert(ARRAY_SIZE(ObjectStatusMaskType::s_bitNameList) == ObjectStatusMaskType::NumBits + 1, "Incorrect array size");

GeneralsMD/Code/GameEngine/Include/Common/ObjectStatusTypes.h

Lines changed: 3 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -70,6 +70,9 @@ enum ObjectStatusTypes CPP_11(: Int)
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OBJECT_STATUS_NO_ATTACK_FROM_AI, ///< attacking this object may not be done from commandSource == CMD_FROM_AI
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OBJECT_STATUS_IGNORING_STEALTH, ///< temporarily ignoring all stealth bits. (used only for some special-case mine clearing stuff.)
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OBJECT_STATUS_IS_CARBOMB, ///< Object is now a carbomb.
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// TheSuperHackers @info New statuses added in Zero Hour
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// Note: Loading old save games that do not track these flags in objects will not recover them. Expect logic bugs.
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OBJECT_STATUS_DECK_HEIGHT_OFFSET, ///< Object factors deck height on top of ground altitude.
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OBJECT_STATUS_RIDER1,
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OBJECT_STATUS_RIDER2,

GeneralsMD/Code/GameEngine/Source/Common/System/ObjectStatusTypes.cpp

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Original file line numberDiff line numberDiff line change
@@ -64,6 +64,7 @@ const char* const ObjectStatusMaskType::s_bitNameList[] =
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"NO_ATTACK_FROM_AI",
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"IGNORING_STEALTH",
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"IS_CARBOMB",
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// TheSuperHackers @info New statuses added in Zero Hour
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"DECK_HEIGHT_OFFSET",
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"STATUS_RIDER1",
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"STATUS_RIDER2",

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