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authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/ai_squadslot.cpp
parentMark some more files as text. (diff)
downloadsource-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.cpp176
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) );
+}
+