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| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/ai_squadslot.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/server/ai_squadslot.cpp')
| -rw-r--r-- | mp/src/game/server/ai_squadslot.cpp | 176 |
1 files changed, 88 insertions, 88 deletions
diff --git a/mp/src/game/server/ai_squadslot.cpp b/mp/src/game/server/ai_squadslot.cpp index 4944e266..ca22d128 100644 --- a/mp/src/game/server/ai_squadslot.cpp +++ b/mp/src/game/server/ai_squadslot.cpp @@ -1,88 +1,88 @@ -//========= 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) );
-}
-
+//========= 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) ); +} + |