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