forked from mirrors/0ad
Rename technology related files, methods and messages so their names represent the shared data flow between technologies and auras (and maybe future components). Implement the C++ part of auras through these generalised files. Fixes #2154
This was SVN commit r14001.
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@@ -0,0 +1,44 @@
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/* Copyright (C) 2012 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. 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 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "ICmpValueModificationManager.h"
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#include "simulation2/system/InterfaceScripted.h"
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#include "simulation2/scripting/ScriptComponent.h"
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BEGIN_INTERFACE_WRAPPER(ValueModificationManager)
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END_INTERFACE_WRAPPER(ValueModificationManager)
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class CCmpValueModificationManagerScripted : public ICmpValueModificationManager
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{
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public:
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DEFAULT_SCRIPT_WRAPPER(ValueModificationManagerScripted)
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virtual fixed ApplyModifications(std::wstring valueName, fixed currentValue, entity_id_t entity)
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{
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return m_Script.Call<fixed>("ApplyModifications", valueName, currentValue, entity);
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}
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virtual u32 ApplyModifications(std::wstring valueName, u32 currentValue, entity_id_t entity)
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{
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return m_Script.Call<u32>("ApplyModifications", valueName, currentValue, entity);
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}
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};
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REGISTER_COMPONENT_SCRIPT_WRAPPER(ValueModificationManagerScripted)
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