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Viewing changes to src/nofDonkeybreeder.h

  • Committer: FloSoft
  • Date: 2014-04-25 15:35:50 UTC
  • Revision ID: flosoft@siedler25.org-20140425153550-9muu4vodhlqu58m0
committing subversion revision 9357 by FloSoft
astyle

modified:
s25client/trunk/
s25client/trunk/contrib/lua/lin32/include/
s25client/trunk/contrib/lua/lin64/include/
s25client/trunk/contrib/lua/mac/include/
s25client/trunk/contrib/lua/win32/include/
s25client/trunk/contrib/lua/win64/include/
s25client/trunk/driver/audio/SDL/src/
s25client/trunk/driver/src/
s25client/trunk/driver/video/GLFW/src/
s25client/trunk/driver/video/SDL/src/
s25client/trunk/driver/video/WinAPI/src/
s25client/trunk/src/
s25client/trunk/win32/
s25client/trunk/win32/prebuild-mutex/src/

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// $Id: nofDonkeybreeder.h 7521 2011-09-08 20:45:55Z FloSoft $
 
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// $Id: nofDonkeybreeder.h 9357 2014-04-25 15:35:25Z FloSoft $
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//
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// Copyright (c) 2005 - 2011 Settlers Freaks (sf-team at siedler25.org)
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//
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/// Klasse f�r den Eselz�chter
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class nofDonkeybreeder : public nofWorkman
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{
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public:
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        nofDonkeybreeder(unsigned short x, unsigned short y, unsigned char player, nobUsual *workplace);
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        nofDonkeybreeder(SerializedGameData *sgd, unsigned int obj_id);
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        GO_Type GetGOT() const { return GOT_NOF_DONKEYBREEDER; }
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private:
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        /// Zeichnet ihn beim Arbeiten.
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        void DrawWorking(int x, int y);
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        /// Der Arbeiter erzeugt eine Ware.
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        GoodType ProduceWare();
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        /// Wird aufgerufen, wenn er fertig mit arbeiten ist
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        void WorkFinished();
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        /// Gibt die ID in JOBS.BOB zur�ck, wenn der Beruf Waren raustr�gt (bzw rein)
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        unsigned short GetCarryID() const { return 0; }
 
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    public:
 
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        nofDonkeybreeder(unsigned short x, unsigned short y, unsigned char player, nobUsual* workplace);
 
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        nofDonkeybreeder(SerializedGameData* sgd, unsigned int obj_id);
 
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        GO_Type GetGOT() const { return GOT_NOF_DONKEYBREEDER; }
 
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    private:
 
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        /// Zeichnet ihn beim Arbeiten.
 
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        void DrawWorking(int x, int y);
 
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        /// Der Arbeiter erzeugt eine Ware.
 
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        GoodType ProduceWare();
 
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        /// Wird aufgerufen, wenn er fertig mit arbeiten ist
 
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        void WorkFinished();
 
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        /// Gibt die ID in JOBS.BOB zur�ck, wenn der Beruf Waren raustr�gt (bzw rein)
 
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        unsigned short GetCarryID() const { return 0; }
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};
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#endif // !NOFDONKEYBREEDER_H_INCLUDED