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Replicate in Generals
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Generals/Code/GameEngine/Include/Common/GameCommon.h

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@@ -148,8 +148,6 @@ enum CellShroudStatus CPP_11(: Int)
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CELLSHROUD_CLEAR,
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CELLSHROUD_FOGGED,
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CELLSHROUD_SHROUDED,
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CELLSHROUD_COUNT
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};
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//-------------------------------------------------------------------------------------------------
@@ -162,8 +160,6 @@ enum ObjectShroudStatus CPP_11(: Int)
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OBJECTSHROUD_FOGGED, ///< object is completely fogged
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OBJECTSHROUD_SHROUDED, ///< object is completely shrouded
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OBJECTSHROUD_INVALID_BUT_PREVIOUS_VALID, ///< indeterminate state, will recompute, BUT previous status is valid, don't reset (used for save/load)
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OBJECTSHROUD_COUNT
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};
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//-------------------------------------------------------------------------------------------------

Generals/Code/GameEngine/Include/Common/GameState.h

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@@ -57,8 +57,6 @@ enum SaveLoadLayoutType CPP_11(: Int)
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SLLT_SAVE_AND_LOAD,
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SLLT_LOAD_ONLY,
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SLLT_SAVE_ONLY,
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SLLT_NUM_TYPES // keep this last, why? don't know, it's not really used, but we like it this way
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};
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6462
// ------------------------------------------------------------------------------------------------
@@ -86,8 +84,6 @@ enum SaveFileType CPP_11(: Int)
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{
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SAVE_FILE_TYPE_NORMAL, ///< a regular save game at any arbitrary point in the game
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SAVE_FILE_TYPE_MISSION, ///< a save game in between missions (a mission save)
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SAVE_FILE_TYPE_NUM_TYPES
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};
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// ------------------------------------------------------------------------------------------------

Generals/Code/GameEngine/Include/GameClient/ControlBar.h

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@@ -574,8 +574,6 @@ enum ControlBarContext CPP_11(: Int)
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CB_CONTEXT_OBSERVER_INFO, ///< for when we want to populate the player info
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CB_CONTEXT_OBSERVER_LIST, ///< for when we want to update the observer list
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CB_CONTEXT_OCL_TIMER, ///< Countdown for OCL spewers
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NUM_CB_CONTEXTS
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};
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//-------------------------------------------------------------------------------------------------

Generals/Code/GameEngine/Include/GameClient/DebugDisplay.h

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@@ -83,7 +83,6 @@ class DebugDisplayInterface
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RED,
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GREEN,
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BLUE,
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NUM_COLORS
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};
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virtual ~DebugDisplayInterface() {};

Generals/Code/GameEngine/Include/GameClient/InGameUI.h

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@@ -613,7 +613,6 @@ friend class Drawable; // for selection/deselection transactions
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#ifdef RTS_DEBUG
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DEBUG_HINT,
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#endif
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NUM_HINT_TYPES // keep this one last
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};
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// mouse mode interface
@@ -622,7 +621,6 @@ friend class Drawable; // for selection/deselection transactions
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MOUSEMODE_DEFAULT = 0,
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MOUSEMODE_BUILD_PLACE,
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MOUSEMODE_GUI_COMMAND,
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MOUSEMODE_MAX
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};
627625

628626
enum { MAX_MOVE_HINTS = 256 };

Generals/Code/GameEngine/Include/GameClient/View.h

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@@ -96,8 +96,6 @@ class View : public Snapshot
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WTS_INSIDE_FRUSTUM = 0, // On the screen (inside frustum of camera)
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WTS_OUTSIDE_FRUSTUM, // Return is valid but off the screen (outside frustum of camera)
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WTS_INVALID, // No transform possible
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WTS_COUNT
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};
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public:

Generals/Code/GameEngine/Include/GameLogic/AI.h

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@@ -399,8 +399,6 @@ enum AICommandType CPP_11(: Int) // Stored in save file, do not reorder/renumber
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AICMD_FOLLOW_PATH_APPEND,
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AICMD_MOVE_TO_POSITION_EVEN_IF_SLEEPING, // same as AICMD_MOVE_TO_POSITION, but even ATTITUDE_SLEEP units respond.
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AICMD_GUARD_TUNNEL_NETWORK,
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AICMD_NUM_COMMANDS // keep last
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};
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struct AICommandParms

Generals/Code/GameEngine/Include/GameLogic/AIStateMachine.h

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@@ -103,7 +103,6 @@ enum AIStateType CPP_11(: Int)
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AI_MOVE_AWAY_FROM_REPULSORS, ///< Civilians are running away from repulsors. (enemies or dead civs, usually) jba
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AI_WANDER_IN_PLACE, ///< Civilians just wander around a spot, rather than along a path.
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AI_BUSY, ///< This is a state that things will be in when they are busy doing random stuff that doesn't require AI interaction.
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NUM_AI_STATES
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};
108107

109108
//-----------------------------------------------------------------------------------------------------------
@@ -198,7 +197,6 @@ enum StateType CPP_11(: Int)
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APPROACH_TARGET, ///< Approach a non-moving target.
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AIM_AT_TARGET, ///< rotate to face GoalObject or GoalPosition
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FIRE_WEAPON, ///< fire the machine owner's current weapon
201-
NUM_ATTACK_STATES
202200
};
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AttackStateMachine( Object *owner, AIAttackState* att, AsciiString name, Bool follow, Bool attackingObject, Bool forceAttacking );
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Generals/Code/GameEngine/Include/GameLogic/Module/FlammableUpdate.h

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@@ -45,8 +45,6 @@ enum FlammabilityStatusType CPP_11(: Int)
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FS_NORMAL = 0,
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FS_AFLAME,
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FS_BURNED,
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FS_NORMAL_COUNT // keep last
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};
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//-------------------------------------------------------------------------------------------------

Generals/Code/GameEngine/Include/GameLogic/PartitionManager.h

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@@ -103,7 +103,6 @@ enum ValueOrThreat CPP_11(: Int)
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{
104104
VOT_CashValue = 1,
105105
VOT_ThreatValue,
106-
VOT_NumItems
107106
};
108107

109108
// ----------------------------------------------------------------------------------------------

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