From f56bb35301836e56582a575a75864392a0177875 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B8rgen=20P=2E=20Tjern=C3=B8?= Date: Mon, 2 Dec 2013 19:31:46 -0800 Subject: Fix line endings. WHAMMY. --- mp/src/game/server/ai_condition.cpp | 210 ++++++++++++++++++------------------ 1 file changed, 105 insertions(+), 105 deletions(-) (limited to 'mp/src/game/server/ai_condition.cpp') diff --git a/mp/src/game/server/ai_condition.cpp b/mp/src/game/server/ai_condition.cpp index 9fe31092..eec0066e 100644 --- a/mp/src/game/server/ai_condition.cpp +++ b/mp/src/game/server/ai_condition.cpp @@ -1,105 +1,105 @@ -//========= Copyright Valve Corporation, All rights reserved. ============// -// -// Purpose: -// -//=============================================================================// - -#include "cbase.h" -#include "stringregistry.h" -#include "ai_basenpc.h" -#include "ai_condition.h" - -// memdbgon must be the last include file in a .cpp file!!! -#include "tier0/memdbgon.h" - -//----------------------------------------------------------------------------- -// Purpose: Given and condition name, return the condition ID -//----------------------------------------------------------------------------- -int CAI_BaseNPC::GetConditionID(const char* condName) -{ - return GetSchedulingSymbols()->ConditionSymbolToId(condName); -} - -//----------------------------------------------------------------------------- -// Purpose: Register the default conditions -// Input : -// Output : -//----------------------------------------------------------------------------- - -#define ADD_CONDITION_TO_SR( _n ) idSpace.AddCondition( #_n, _n, "CAI_BaseNPC" ) - -void CAI_BaseNPC::InitDefaultConditionSR(void) -{ - CAI_ClassScheduleIdSpace &idSpace = CAI_BaseNPC::AccessClassScheduleIdSpaceDirect(); - - ADD_CONDITION_TO_SR( COND_NONE ); - ADD_CONDITION_TO_SR( COND_IN_PVS ); - ADD_CONDITION_TO_SR( COND_IDLE_INTERRUPT ); - ADD_CONDITION_TO_SR( COND_LOW_PRIMARY_AMMO ); - ADD_CONDITION_TO_SR( COND_NO_PRIMARY_AMMO ); - ADD_CONDITION_TO_SR( COND_NO_SECONDARY_AMMO ); - ADD_CONDITION_TO_SR( COND_NO_WEAPON ); - ADD_CONDITION_TO_SR( COND_SEE_HATE ); - ADD_CONDITION_TO_SR( COND_SEE_FEAR ); - ADD_CONDITION_TO_SR( COND_SEE_DISLIKE ); - ADD_CONDITION_TO_SR( COND_SEE_ENEMY ); - ADD_CONDITION_TO_SR( COND_LOST_ENEMY ); - ADD_CONDITION_TO_SR( COND_ENEMY_WENT_NULL ); - ADD_CONDITION_TO_SR( COND_HAVE_ENEMY_LOS ); - ADD_CONDITION_TO_SR( COND_HAVE_TARGET_LOS ); - ADD_CONDITION_TO_SR( COND_ENEMY_OCCLUDED ); - ADD_CONDITION_TO_SR( COND_TARGET_OCCLUDED ); - ADD_CONDITION_TO_SR( COND_ENEMY_TOO_FAR ); - ADD_CONDITION_TO_SR( COND_LIGHT_DAMAGE ); - ADD_CONDITION_TO_SR( COND_HEAVY_DAMAGE ); - ADD_CONDITION_TO_SR( COND_PHYSICS_DAMAGE ); - ADD_CONDITION_TO_SR( COND_REPEATED_DAMAGE ); - ADD_CONDITION_TO_SR( COND_CAN_RANGE_ATTACK1 ); - ADD_CONDITION_TO_SR( COND_CAN_RANGE_ATTACK2 ); - ADD_CONDITION_TO_SR( COND_CAN_MELEE_ATTACK1 ); - ADD_CONDITION_TO_SR( COND_CAN_MELEE_ATTACK2 ); - ADD_CONDITION_TO_SR( COND_PROVOKED ); - ADD_CONDITION_TO_SR( COND_NEW_ENEMY ); - ADD_CONDITION_TO_SR( COND_ENEMY_FACING_ME ); - ADD_CONDITION_TO_SR( COND_BEHIND_ENEMY ); - ADD_CONDITION_TO_SR( COND_ENEMY_DEAD ); - ADD_CONDITION_TO_SR( COND_ENEMY_UNREACHABLE ); - ADD_CONDITION_TO_SR( COND_SEE_PLAYER ); - ADD_CONDITION_TO_SR( COND_LOST_PLAYER ); - ADD_CONDITION_TO_SR( COND_SEE_NEMESIS ); - ADD_CONDITION_TO_SR( COND_TASK_FAILED ); - ADD_CONDITION_TO_SR( COND_SCHEDULE_DONE ); - ADD_CONDITION_TO_SR( COND_SMELL ); - ADD_CONDITION_TO_SR( COND_TOO_CLOSE_TO_ATTACK ); - ADD_CONDITION_TO_SR( COND_TOO_FAR_TO_ATTACK ); - ADD_CONDITION_TO_SR( COND_NOT_FACING_ATTACK ); - ADD_CONDITION_TO_SR( COND_WEAPON_HAS_LOS ); - ADD_CONDITION_TO_SR( COND_WEAPON_BLOCKED_BY_FRIEND ); // Friend between gun and target - ADD_CONDITION_TO_SR( COND_WEAPON_PLAYER_IN_SPREAD ); // Player in shooting direction - ADD_CONDITION_TO_SR( COND_WEAPON_PLAYER_NEAR_TARGET ); // Player near shooting position - ADD_CONDITION_TO_SR( COND_WEAPON_SIGHT_OCCLUDED ); - ADD_CONDITION_TO_SR( COND_BETTER_WEAPON_AVAILABLE ); - ADD_CONDITION_TO_SR( COND_HEALTH_ITEM_AVAILABLE ); - ADD_CONDITION_TO_SR( COND_FLOATING_OFF_GROUND ); - ADD_CONDITION_TO_SR( COND_MOBBED_BY_ENEMIES ); - ADD_CONDITION_TO_SR( COND_GIVE_WAY ); - ADD_CONDITION_TO_SR( COND_WAY_CLEAR ); - ADD_CONDITION_TO_SR( COND_HEAR_DANGER ); - ADD_CONDITION_TO_SR( COND_HEAR_THUMPER ); - ADD_CONDITION_TO_SR( COND_HEAR_COMBAT ); - ADD_CONDITION_TO_SR( COND_HEAR_WORLD ); - ADD_CONDITION_TO_SR( COND_HEAR_PLAYER ); - ADD_CONDITION_TO_SR( COND_HEAR_BULLET_IMPACT ); - ADD_CONDITION_TO_SR( COND_HEAR_BUGBAIT ); - ADD_CONDITION_TO_SR( COND_HEAR_PHYSICS_DANGER ); - ADD_CONDITION_TO_SR( COND_HEAR_MOVE_AWAY ); - ADD_CONDITION_TO_SR( COND_NO_HEAR_DANGER ); - ADD_CONDITION_TO_SR( COND_PLAYER_PUSHING ); - ADD_CONDITION_TO_SR( COND_RECEIVED_ORDERS ); - ADD_CONDITION_TO_SR( COND_PLAYER_ADDED_TO_SQUAD ); - ADD_CONDITION_TO_SR( COND_PLAYER_REMOVED_FROM_SQUAD ); - ADD_CONDITION_TO_SR( COND_NPC_FREEZE ); - ADD_CONDITION_TO_SR( COND_NPC_UNFREEZE ); - ADD_CONDITION_TO_SR( COND_TALKER_RESPOND_TO_QUESTION ); - ADD_CONDITION_TO_SR( COND_NO_CUSTOM_INTERRUPTS ); -} +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#include "cbase.h" +#include "stringregistry.h" +#include "ai_basenpc.h" +#include "ai_condition.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +//----------------------------------------------------------------------------- +// Purpose: Given and condition name, return the condition ID +//----------------------------------------------------------------------------- +int CAI_BaseNPC::GetConditionID(const char* condName) +{ + return GetSchedulingSymbols()->ConditionSymbolToId(condName); +} + +//----------------------------------------------------------------------------- +// Purpose: Register the default conditions +// Input : +// Output : +//----------------------------------------------------------------------------- + +#define ADD_CONDITION_TO_SR( _n ) idSpace.AddCondition( #_n, _n, "CAI_BaseNPC" ) + +void CAI_BaseNPC::InitDefaultConditionSR(void) +{ + CAI_ClassScheduleIdSpace &idSpace = CAI_BaseNPC::AccessClassScheduleIdSpaceDirect(); + + ADD_CONDITION_TO_SR( COND_NONE ); + ADD_CONDITION_TO_SR( COND_IN_PVS ); + ADD_CONDITION_TO_SR( COND_IDLE_INTERRUPT ); + ADD_CONDITION_TO_SR( COND_LOW_PRIMARY_AMMO ); + ADD_CONDITION_TO_SR( COND_NO_PRIMARY_AMMO ); + ADD_CONDITION_TO_SR( COND_NO_SECONDARY_AMMO ); + ADD_CONDITION_TO_SR( COND_NO_WEAPON ); + ADD_CONDITION_TO_SR( COND_SEE_HATE ); + ADD_CONDITION_TO_SR( COND_SEE_FEAR ); + ADD_CONDITION_TO_SR( COND_SEE_DISLIKE ); + ADD_CONDITION_TO_SR( COND_SEE_ENEMY ); + ADD_CONDITION_TO_SR( COND_LOST_ENEMY ); + ADD_CONDITION_TO_SR( COND_ENEMY_WENT_NULL ); + ADD_CONDITION_TO_SR( COND_HAVE_ENEMY_LOS ); + ADD_CONDITION_TO_SR( COND_HAVE_TARGET_LOS ); + ADD_CONDITION_TO_SR( COND_ENEMY_OCCLUDED ); + ADD_CONDITION_TO_SR( COND_TARGET_OCCLUDED ); + ADD_CONDITION_TO_SR( COND_ENEMY_TOO_FAR ); + ADD_CONDITION_TO_SR( COND_LIGHT_DAMAGE ); + ADD_CONDITION_TO_SR( COND_HEAVY_DAMAGE ); + ADD_CONDITION_TO_SR( COND_PHYSICS_DAMAGE ); + ADD_CONDITION_TO_SR( COND_REPEATED_DAMAGE ); + ADD_CONDITION_TO_SR( COND_CAN_RANGE_ATTACK1 ); + ADD_CONDITION_TO_SR( COND_CAN_RANGE_ATTACK2 ); + ADD_CONDITION_TO_SR( COND_CAN_MELEE_ATTACK1 ); + ADD_CONDITION_TO_SR( COND_CAN_MELEE_ATTACK2 ); + ADD_CONDITION_TO_SR( COND_PROVOKED ); + ADD_CONDITION_TO_SR( COND_NEW_ENEMY ); + ADD_CONDITION_TO_SR( COND_ENEMY_FACING_ME ); + ADD_CONDITION_TO_SR( COND_BEHIND_ENEMY ); + ADD_CONDITION_TO_SR( COND_ENEMY_DEAD ); + ADD_CONDITION_TO_SR( COND_ENEMY_UNREACHABLE ); + ADD_CONDITION_TO_SR( COND_SEE_PLAYER ); + ADD_CONDITION_TO_SR( COND_LOST_PLAYER ); + ADD_CONDITION_TO_SR( COND_SEE_NEMESIS ); + ADD_CONDITION_TO_SR( COND_TASK_FAILED ); + ADD_CONDITION_TO_SR( COND_SCHEDULE_DONE ); + ADD_CONDITION_TO_SR( COND_SMELL ); + ADD_CONDITION_TO_SR( COND_TOO_CLOSE_TO_ATTACK ); + ADD_CONDITION_TO_SR( COND_TOO_FAR_TO_ATTACK ); + ADD_CONDITION_TO_SR( COND_NOT_FACING_ATTACK ); + ADD_CONDITION_TO_SR( COND_WEAPON_HAS_LOS ); + ADD_CONDITION_TO_SR( COND_WEAPON_BLOCKED_BY_FRIEND ); // Friend between gun and target + ADD_CONDITION_TO_SR( COND_WEAPON_PLAYER_IN_SPREAD ); // Player in shooting direction + ADD_CONDITION_TO_SR( COND_WEAPON_PLAYER_NEAR_TARGET ); // Player near shooting position + ADD_CONDITION_TO_SR( COND_WEAPON_SIGHT_OCCLUDED ); + ADD_CONDITION_TO_SR( COND_BETTER_WEAPON_AVAILABLE ); + ADD_CONDITION_TO_SR( COND_HEALTH_ITEM_AVAILABLE ); + ADD_CONDITION_TO_SR( COND_FLOATING_OFF_GROUND ); + ADD_CONDITION_TO_SR( COND_MOBBED_BY_ENEMIES ); + ADD_CONDITION_TO_SR( COND_GIVE_WAY ); + ADD_CONDITION_TO_SR( COND_WAY_CLEAR ); + ADD_CONDITION_TO_SR( COND_HEAR_DANGER ); + ADD_CONDITION_TO_SR( COND_HEAR_THUMPER ); + ADD_CONDITION_TO_SR( COND_HEAR_COMBAT ); + ADD_CONDITION_TO_SR( COND_HEAR_WORLD ); + ADD_CONDITION_TO_SR( COND_HEAR_PLAYER ); + ADD_CONDITION_TO_SR( COND_HEAR_BULLET_IMPACT ); + ADD_CONDITION_TO_SR( COND_HEAR_BUGBAIT ); + ADD_CONDITION_TO_SR( COND_HEAR_PHYSICS_DANGER ); + ADD_CONDITION_TO_SR( COND_HEAR_MOVE_AWAY ); + ADD_CONDITION_TO_SR( COND_NO_HEAR_DANGER ); + ADD_CONDITION_TO_SR( COND_PLAYER_PUSHING ); + ADD_CONDITION_TO_SR( COND_RECEIVED_ORDERS ); + ADD_CONDITION_TO_SR( COND_PLAYER_ADDED_TO_SQUAD ); + ADD_CONDITION_TO_SR( COND_PLAYER_REMOVED_FROM_SQUAD ); + ADD_CONDITION_TO_SR( COND_NPC_FREEZE ); + ADD_CONDITION_TO_SR( COND_NPC_UNFREEZE ); + ADD_CONDITION_TO_SR( COND_TALKER_RESPOND_TO_QUESTION ); + ADD_CONDITION_TO_SR( COND_NO_CUSTOM_INTERRUPTS ); +} -- cgit v1.2.3