Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright 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) );
}