Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Base combat character with no AI
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "ai_squadslot.h"
#include "ai_basenpc.h"
#include "stringregistry.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//=============================================================================
// Init static variables
//=============================================================================
CAI_GlobalNamespace CAI_BaseNPC::gm_SquadSlotNamespace;
//-----------------------------------------------------------------------------
// Purpose: Given and SquadSlot name, return the SquadSlot ID
//-----------------------------------------------------------------------------
int CAI_BaseNPC::GetSquadSlotID(const char* slotName) { return gm_SquadSlotNamespace.SymbolToId(slotName); }
//-----------------------------------------------------------------------------
// Purpose: Given and SquadSlot name, return the SquadSlot ID
//-----------------------------------------------------------------------------
const char* CAI_BaseNPC::GetSquadSlotDebugName( int iSquadSlot ) { switch( iSquadSlot ) { case SQUAD_SLOT_NONE: return "None"; break; case SQUAD_SLOT_ATTACK1: return "SQUAD_SLOT_ATTACK1"; break; case SQUAD_SLOT_ATTACK2: return "SQUAD_SLOT_ATTACK2"; break; case SQUAD_SLOT_INVESTIGATE_SOUND: return "SQUAD_SLOT_INVESTIGATE_SOUND"; break; case SQUAD_SLOT_EXCLUSIVE_HANDSIGN: return "SQUAD_SLOT_EXCLUSIVE_HANDSIGN"; break; case SQUAD_SLOT_EXCLUSIVE_RELOAD: return "SQUAD_SLOT_EXCLUSIVE_RELOAD"; break; case SQUAD_SLOT_PICKUP_WEAPON1: return "SQUAD_SLOT_PICKUP_WEAPON1"; break; case SQUAD_SLOT_PICKUP_WEAPON2: return "SQUAD_SLOT_PICKUP_WEAPON2"; break; case SQUAD_SLOT_SPECIAL_ATTACK: return "SQUAD_SLOT_SPECIAL_ATTACK"; break;
default: // If we default, that means that our derived class (which has already been called)
// didn't provide text for a squad slot that isn't part of the base ai squad slots.
// OR someone added a squad slot to base AI and didn't update here.
return "Failed to specify!"; break; } }
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CAI_BaseNPC::InitDefaultSquadSlotSR(void) { gm_SquadSlotNamespace.AddSymbol( "SQUAD_SLOT_ATTACK1", AI_RemapToGlobal(SQUAD_SLOT_ATTACK1) ); gm_SquadSlotNamespace.AddSymbol( "SQUAD_SLOT_ATTACK2", AI_RemapToGlobal(SQUAD_SLOT_ATTACK2) ); gm_SquadSlotNamespace.AddSymbol( "SQUAD_SLOT_INVESTIGATE_SOUND", AI_RemapToGlobal(SQUAD_SLOT_INVESTIGATE_SOUND) ); gm_SquadSlotNamespace.AddSymbol( "SQUAD_SLOT_EXCLUSIVE_HANDSIGN", AI_RemapToGlobal(SQUAD_SLOT_EXCLUSIVE_HANDSIGN) ); gm_SquadSlotNamespace.AddSymbol( "SQUAD_SLOT_EXCLUSIVE_RELOAD", AI_RemapToGlobal(SQUAD_SLOT_EXCLUSIVE_RELOAD) ); gm_SquadSlotNamespace.AddSymbol( "SQUAD_SLOT_PICKUP_WEAPON1", AI_RemapToGlobal(SQUAD_SLOT_PICKUP_WEAPON1) ); gm_SquadSlotNamespace.AddSymbol( "SQUAD_SLOT_PICKUP_WEAPON2", AI_RemapToGlobal(SQUAD_SLOT_PICKUP_WEAPON2) ); gm_SquadSlotNamespace.AddSymbol( "SQUAD_SLOT_SPECIAL_ATTACK", AI_RemapToGlobal(SQUAD_SLOT_SPECIAL_ATTACK) ); }
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