//========= Copyright © 1996-2005, 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) ); }