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/*
** Command & Conquer Generals Zero Hour(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
////////////////////////////////////////////////////////////////////////////////
// //
// (c) 2001-2003 Electronic Arts Inc. //
// //
////////////////////////////////////////////////////////////////////////////////
// FILE: BitFlags.cpp ///////////////////////////////////////////////////////////
//
// Used to set detail levels of various game systems.
// Steven Johnson, Sept 2002
//
//
///////////////////////////////////////////////////////////////////////////////
#include "PreRTS.h" // This must go first in EVERY cpp file in the GameEngine
#include "Common/BitFlags.h"
#include "Common/BitFlagsIO.h"
#include "Common/ModelState.h"
#include "GameLogic/ArmorSet.h"
const char* ModelConditionFlags::s_bitNameList[] =
{
"TOPPLED",
"FRONTCRUSHED",
"BACKCRUSHED",
"DAMAGED",
"REALLYDAMAGED",
"RUBBLE",
"SPECIAL_DAMAGED",
"NIGHT",
"SNOW",
"PARACHUTING",
"GARRISONED",
"ENEMYNEAR",
"WEAPONSET_VETERAN",
"WEAPONSET_ELITE",
"WEAPONSET_HERO",
"WEAPONSET_CRATEUPGRADE_ONE",
"WEAPONSET_CRATEUPGRADE_TWO",
"WEAPONSET_PLAYER_UPGRADE",
"DOOR_1_OPENING",
"DOOR_1_CLOSING",
"DOOR_1_WAITING_OPEN",
"DOOR_1_WAITING_TO_CLOSE",
"DOOR_2_OPENING",
"DOOR_2_CLOSING",
"DOOR_2_WAITING_OPEN",
"DOOR_2_WAITING_TO_CLOSE",
"DOOR_3_OPENING",
"DOOR_3_CLOSING",
"DOOR_3_WAITING_OPEN",
"DOOR_3_WAITING_TO_CLOSE",
"DOOR_4_OPENING",
"DOOR_4_CLOSING",
"DOOR_4_WAITING_OPEN",
"DOOR_4_WAITING_TO_CLOSE",
"ATTACKING",
"PREATTACK_A",
"FIRING_A",
"BETWEEN_FIRING_SHOTS_A",
"RELOADING_A",
"PREATTACK_B",
"FIRING_B",
"BETWEEN_FIRING_SHOTS_B",
"RELOADING_B",
"PREATTACK_C",
"FIRING_C",
"BETWEEN_FIRING_SHOTS_C",
"RELOADING_C",
"TURRET_ROTATE",
"POST_COLLAPSE",
"MOVING",
"DYING",
"AWAITING_CONSTRUCTION",
"PARTIALLY_CONSTRUCTED",
"ACTIVELY_BEING_CONSTRUCTED",
"PRONE",
"FREEFALL",
"ACTIVELY_CONSTRUCTING",
"CONSTRUCTION_COMPLETE",
"RADAR_EXTENDING",
"RADAR_UPGRADED",
"PANICKING", // yes, it's spelled with a "k". look it up.
"AFLAME",
"SMOLDERING",
"BURNED",
"DOCKING",
"DOCKING_BEGINNING",
"DOCKING_ACTIVE",
"DOCKING_ENDING",
"CARRYING",
"FLOODED",
"LOADED",
"JETAFTERBURNER",
"JETEXHAUST",
"PACKING",
"UNPACKING",
"DEPLOYED",
"OVER_WATER",
"POWER_PLANT_UPGRADED",
"CLIMBING",
"SOLD",
#ifdef ALLOW_SURRENDER
"SURRENDER",
#endif
"RAPPELLING",
"ARMED",
"POWER_PLANT_UPGRADING",
"SPECIAL_CHEERING",
"CONTINUOUS_FIRE_SLOW",
"CONTINUOUS_FIRE_MEAN",
"CONTINUOUS_FIRE_FAST",
"RAISING_FLAG",
"CAPTURED",
"EXPLODED_FLAILING",
"EXPLODED_BOUNCING",
"SPLATTED",
"USING_WEAPON_A",
"USING_WEAPON_B",
"USING_WEAPON_C",
"PREORDER",
"CENTER_TO_LEFT",
"LEFT_TO_CENTER",
"CENTER_TO_RIGHT",
"RIGHT_TO_CENTER",
"RIDER1", //Kris: Added these for different combat-bike riders, but feel free to use these for anything.
"RIDER2",
"RIDER3",
"RIDER4",
"RIDER5",
"RIDER6",
"RIDER7",
"RIDER8",
"STUNNED_FLAILING", // Daniel Teh's idea, added by Lorenzen, 5/28/03
"STUNNED",
"SECOND_LIFE",
"JAMMED",
"ARMORSET_CRATEUPGRADE_ONE",
"ARMORSET_CRATEUPGRADE_TWO",
"USER_1",
"USER_2",
"DISGUISED",
NULL
};
const char* ArmorSetFlags::s_bitNameList[] =
{
"VETERAN",
"ELITE",
"HERO",
"PLAYER_UPGRADE",
"WEAK_VERSUS_BASEDEFENSES",
"SECOND_LIFE",
"CRATE_UPGRADE_ONE",
"CRATE_UPGRADE_TWO",
NULL
};