Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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#include "cbase.h"
#include "asw_game_resource.h"
#include "asw_objective.h"
#include "asw_marine_resource.h"
#include "asw_scanner_info.h"
#include "asw_player.h"
#include "asw_campaign_save.h"
#include "asw_campaign_info.h"
#include "asw_marine_profile.h"
#include "asw_gamerules.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static char s_szLastLeaderNetworkID[ASW_LEADERID_LEN] = {0};
LINK_ENTITY_TO_CLASS( asw_game_resource, CASW_Game_Resource );
extern void SendProxy_String_tToString( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID );
IMPLEMENT_SERVERCLASS_ST(CASW_Game_Resource, DT_ASW_Game_Resource)
//SendPropArray( SendPropEHandle( SENDINFO_ARRAY(m_MarineResources) ), m_MarineResources ),
SendPropArray3( SENDINFO_ARRAY3(m_MarineResources), SendPropEHandle( SENDINFO_ARRAY(m_MarineResources) ) ),
//SendPropArray( SendPropEHandle( SENDINFO_ARRAY(m_Objectives) ), m_Objectives ),
SendPropArray3( SENDINFO_ARRAY3(m_Objectives), SendPropEHandle( SENDINFO_ARRAY(m_Objectives) ) ),
//SendPropArray( SendPropBool( SENDINFO_ARRAY(m_bRosterSelected) ), m_bRosterSelected ),
SendPropArray3 ( SENDINFO_ARRAY3(m_iRosterSelected), SendPropInt( SENDINFO_ARRAY(m_iRosterSelected) ) ),
SendPropArray3 ( SENDINFO_ARRAY3(m_bPlayerReady), SendPropBool( SENDINFO_ARRAY(m_bPlayerReady) ) ),
SendPropEHandle (SENDINFO(m_Leader) ),
SendPropInt(SENDINFO(m_iLeaderIndex), 8),
SendPropEHandle (SENDINFO(m_hScannerInfo) ),
SendPropInt(SENDINFO(m_iCampaignGame), 4),
SendPropEHandle (SENDINFO(m_hCampaignSave) ),
SendPropBool (SENDINFO(m_bOneMarineEach)),
SendPropInt(SENDINFO(m_iMaxMarines)),
SendPropBool (SENDINFO(m_bOfflineGame)),
// marine skills
SendPropArray3( SENDINFO_ARRAY3( m_iSkillSlot0 ), SendPropInt( SENDINFO_ARRAY( m_iSkillSlot0 ), ASW_NUM_MARINE_PROFILES, SPROP_UNSIGNED ) ),
SendPropArray3( SENDINFO_ARRAY3( m_iSkillSlot1 ), SendPropInt( SENDINFO_ARRAY( m_iSkillSlot1 ), ASW_NUM_MARINE_PROFILES, SPROP_UNSIGNED ) ),
SendPropArray3( SENDINFO_ARRAY3( m_iSkillSlot2 ), SendPropInt( SENDINFO_ARRAY( m_iSkillSlot2 ), ASW_NUM_MARINE_PROFILES, SPROP_UNSIGNED ) ),
SendPropArray3( SENDINFO_ARRAY3( m_iSkillSlot3 ), SendPropInt( SENDINFO_ARRAY( m_iSkillSlot3 ), ASW_NUM_MARINE_PROFILES, SPROP_UNSIGNED ) ),
SendPropArray3( SENDINFO_ARRAY3( m_iSkillSlot4 ), SendPropInt( SENDINFO_ARRAY( m_iSkillSlot4 ), ASW_NUM_MARINE_PROFILES, SPROP_UNSIGNED ) ),
SendPropArray3( SENDINFO_ARRAY3( m_iSkillSlotSpare ), SendPropInt( SENDINFO_ARRAY( m_iSkillSlotSpare ), ASW_NUM_MARINE_PROFILES, SPROP_UNSIGNED ) ),
// player specific medals
SendPropArray( SendPropString( SENDINFO_ARRAY( m_iszPlayerMedals ), 0, SendProxy_String_tToString ), m_iszPlayerMedals ),
SendPropArray3( SENDINFO_ARRAY3( m_iKickVotes ), SendPropInt( SENDINFO_ARRAY( m_iKickVotes ), ASW_MAX_READY_PLAYERS, SPROP_UNSIGNED ) ),
SendPropArray3( SENDINFO_ARRAY3( m_iLeaderVotes ), SendPropInt( SENDINFO_ARRAY( m_iLeaderVotes ), ASW_MAX_READY_PLAYERS, SPROP_UNSIGNED ) ),
SendPropInt(SENDINFO(m_iMoney)),
SendPropInt(SENDINFO(m_iNextCampaignMission)),
SendPropInt(SENDINFO(m_nDifficultySuggestion)),
SendPropFloat( SENDINFO(m_fMapGenerationProgress) ),
SendPropString( SENDINFO(m_szMapGenerationStatus) ),
SendPropInt( SENDINFO(m_iRandomMapSeed) ),
END_SEND_TABLE()
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CASW_Game_Resource )
DEFINE_AUTO_ARRAY( m_MarineResources, FIELD_EHANDLE ),
DEFINE_AUTO_ARRAY( m_Objectives, FIELD_EHANDLE ),
DEFINE_AUTO_ARRAY( m_iRosterSelected, FIELD_INTEGER ),
DEFINE_AUTO_ARRAY( m_bPlayerReady, FIELD_BOOLEAN ),
DEFINE_AUTO_ARRAY( m_iCampaignVote, FIELD_INTEGER ),
DEFINE_FIELD( m_Leader, FIELD_EHANDLE ),
DEFINE_FIELD( m_iLeaderIndex, FIELD_INTEGER ),
DEFINE_FIELD( m_hScannerInfo, FIELD_EHANDLE ),
DEFINE_FIELD( m_NumObjectives, FIELD_INTEGER ),
DEFINE_FIELD( m_iCampaignGame, FIELD_INTEGER ),
DEFINE_FIELD( m_hCampaignSave, FIELD_EHANDLE ),
DEFINE_FIELD( m_iNumMarinesSelected, FIELD_INTEGER ),
DEFINE_FIELD( m_iszPlayerMedals[0], FIELD_STRING ),
DEFINE_FIELD( m_iszPlayerMedals[1], FIELD_STRING ),
DEFINE_FIELD( m_iszPlayerMedals[2], FIELD_STRING ),
DEFINE_FIELD( m_iszPlayerMedals[3], FIELD_STRING ),
DEFINE_FIELD( m_iszPlayerMedals[4], FIELD_STRING ),
DEFINE_FIELD( m_iszPlayerMedals[5], FIELD_STRING ),
DEFINE_FIELD( m_iszPlayerMedals[6], FIELD_STRING ),
DEFINE_FIELD( m_iszPlayerMedals[7], FIELD_STRING ),
END_DATADESC()
CASW_Game_Resource *g_pASWGameResource = NULL;
extern bool g_bOfflineGame;
int CASW_Game_Resource::s_nNumConsecutiveFailures = 0;
bool CASW_Game_Resource::s_bLeaderGivenDifficultySuggestion = false;
CASW_Game_Resource::CASW_Game_Resource()
{
g_pASWGameResource = this;
m_iNumEnumeratedMarines = NULL;
m_pCampaignInfo = NULL;
m_iMaxMarines = 4;
m_bOneMarineEach = false;
m_iNumMarinesSelected = 0;
m_iRandomMapSeed = 0;
m_iNextCampaignMission = -1;
m_iEggsHatched = 0;
m_iEggsKilled = 0;
m_iStartingEggsInMap = -1;
m_bAwardedDamageAmpAchievement = false;
m_iAliensKilledWithDamageAmp = 0;
m_iElectroStunnedAliens = 0;
for (int i=0;i<ASW_MAX_READY_PLAYERS;i++)
{
m_bPlayerReady.Set(i, false);
m_iKickVotes.Set(i, 0);
m_iLeaderVotes.Set(i, 0);
m_iCampaignVote[i] = -1;
}
for (int i=0;i<ASW_MAX_MARINE_RESOURCES;i++)
{
m_MarineResources.Set(i, NULL);
}
for (int i=0;i<ASW_MAX_OBJECTIVES;i++)
{
m_Objectives.Set(i, NULL);
}
CASW_Scanner_Info* pScanner = (CASW_Scanner_Info*)CreateEntityByName("asw_scanner_info");
if (pScanner)
{
pScanner->Spawn();
m_hScannerInfo = pScanner;
}
m_bOfflineGame = g_bOfflineGame;
m_iCampaignGame = 0;
m_szCampaignSaveName[0] = '\0';
// query map's launch options to see if we're in campaign mode
KeyValues *pLaunchOptions = engine->GetLaunchOptions();
if (pLaunchOptions)
{
KeyValues *pKey = pLaunchOptions->GetFirstSubKey();
while ( pKey )
{
if ( !Q_stricmp( pKey->GetString(), "campaign" ) )
{
m_iCampaignGame = 1;
KeyValues *pCampaignSaveName = pKey->GetNextKey();
if (pCampaignSaveName)
Q_snprintf(m_szCampaignSaveName, sizeof(m_szCampaignSaveName), "%s", pCampaignSaveName->GetString());
break;
}
pKey = pKey->GetNextKey();
}
}
// make skills default for single mission
UpdateMarineSkills(NULL);
}
CASW_Game_Resource::~CASW_Game_Resource()
{
if (m_hScannerInfo.Get())
delete m_hScannerInfo.Get();
if ( g_pASWGameResource == this )
{
g_pASWGameResource = NULL;
}
}
// always send this info to players
int CASW_Game_Resource::ShouldTransmit( const CCheckTransmitInfo *pInfo )
{
return FL_EDICT_ALWAYS;
}
CASW_Objective* CASW_Game_Resource::GetObjective(int i)
{
if (i<0 || i>=ASW_MAX_OBJECTIVES)
return NULL;
if (m_Objectives[i] == NULL)
return NULL;
CBaseEntity* c = m_Objectives[i].Get();
return static_cast<CASW_Objective*>(c);
}
void CASW_Game_Resource::FindObjectivesOfClass(const char *szClass)
{
CBaseEntity* pEntity = NULL;
while ((pEntity = gEntList.FindEntityByClassname( pEntity, szClass )) != NULL)
{
//CASW_Objective* pObjective = dynamic_cast<CASW_Objective*>(pEntity);
m_Objectives.Set(m_NumObjectives, pEntity); //pObjective;
m_NumObjectives++;
}
}
void CASW_Game_Resource::FindObjectives()
{
// search through all entities and populate the objectives array
m_NumObjectives = 0;
FindObjectivesOfClass("asw_objective_dummy");
FindObjectivesOfClass("asw_objective_kill_eggs");
FindObjectivesOfClass("asw_objective_destroy_goo");
FindObjectivesOfClass("asw_objective_triggered");
FindObjectivesOfClass("asw_objective_escape");
FindObjectivesOfClass("asw_objective_survive");
FindObjectivesOfClass("asw_objective_countdown");
FindObjectivesOfClass("asw_objective_kill_aliens");
// bubble sort objectives by their Y coord
CASW_Objective* pObjective;
//for (int k=0;k<m_NumObjectives-1;k++)
//{
//Msg("Objective %d has coord %f and title %s\n", k, GetObjective(k)->GetAbsOrigin().y,
//GetObjective(k)->m_ObjectiveTitle);
//}
for (int i=0;i<m_NumObjectives;i++)
{
for (int j=i+1; j<m_NumObjectives; j++)
{
if (GetObjective(j)->GetAbsOrigin().y > GetObjective(i)->GetAbsOrigin().y)
{
//Msg("Swapping %d (%f) with %d (%f)\n", i, GetObjective(i)->GetAbsOrigin().y,
//j, GetObjective(j)->GetAbsOrigin().y);
pObjective = GetObjective(j);
m_Objectives.Set(j, GetObjective(i));
m_Objectives.Set(i, pObjective);
}
}
}
}
bool CASW_Game_Resource::IsRosterSelected(int i)
{
if (i<0 || i>=ASW_NUM_MARINE_PROFILES)
return false;
return m_iRosterSelected[i] == 1;
}
bool CASW_Game_Resource::IsRosterReserved(int i)
{
if (i<0 || i>=ASW_NUM_MARINE_PROFILES)
return false;
return m_iRosterSelected[i] == 2;
}
void CASW_Game_Resource::SetRosterSelected(int i, int iSelected)
{
if (i<0 || i>=ASW_NUM_MARINE_PROFILES)
return;
if (iSelected != m_iRosterSelected[i])
{
// update num selected
if (iSelected == 1 && m_iRosterSelected[i] != 1)
{
m_iNumMarinesSelected++;
}
else if (iSelected != 1 && m_iRosterSelected[i] == 1)
{
m_iNumMarinesSelected--;
}
m_iRosterSelected.Set(i, iSelected);
}
}
// unselects a single marine
// tries to pick the player with the most marines selected
void CASW_Game_Resource::RemoveAMarine()
{
int iHighest = 0;
CASW_Player *pChosen = NULL;
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
CASW_Player* pOtherPlayer = dynamic_cast<CASW_Player*>(UTIL_PlayerByIndex(i));
if ( pOtherPlayer && pOtherPlayer->IsConnected() )
{
int iMarines = GetNumMarines(pOtherPlayer);
if (iHighest == 0 || iMarines > iHighest)
{
iHighest = iMarines;
pChosen = pOtherPlayer;
}
}
}
RemoveAMarineFor(pChosen);
}
void CASW_Game_Resource::RemoveAMarineFor(CASW_Player *pPlayer)
{
if (!pPlayer || !ASWGameRules())
return;
// find this player's first marine and remove it
int m = GetMaxMarineResources();
for (int i=0;i<m;i++)
{
if (GetMarineResource(i) && GetMarineResource(i)->GetCommander() == pPlayer)
{
ASWGameRules()->RosterDeselect(pPlayer, GetMarineResource(i)->GetProfileIndex());
return;
}
}
}
bool CASW_Game_Resource::AddMarineResource( CASW_Marine_Resource *m, int nPreferredSlot )
{
if ( nPreferredSlot != -1 )
{
CASW_Marine_Resource *pExisting = static_cast<CASW_Marine_Resource*>( m_MarineResources[ nPreferredSlot ].Get() );
if ( pExisting != NULL )
{
// if the existing is owned by someone else, then we abort
if ( pExisting->GetCommander() != m->GetCommander() )
return false;
SetRosterSelected( pExisting->GetProfileIndex(), 0 );
UTIL_Remove( pExisting );
}
m_MarineResources.Set( nPreferredSlot, m );
// the above causes strange cases where the client copy of this networked array is incorrect
// so we flag each element dirty to cause a complete update, which seems to fix the problem
for (int k=0;k<ASW_MAX_MARINE_RESOURCES;k++)
{
m_MarineResources.GetForModify(k);
}
return true;
}
for (int i=0;i<ASW_MAX_MARINE_RESOURCES;i++)
{
if (m_MarineResources[i] == NULL) // found a free slot
{
m_MarineResources.Set(i, m);
// the above causes strange cases where the client copy of this networked array is incorrect
// so we flag each element dirty to cause a complete update, which seems to fix the problem
for (int k=0;k<ASW_MAX_MARINE_RESOURCES;k++)
{
m_MarineResources.GetForModify(k);
}
return true;
}
}
Msg("Couldn't add new marine resource to list as no free slots\n");
return false;
}
void CASW_Game_Resource::DeleteMarineResource(CASW_Marine_Resource *m)
{
for (int i=0;i<ASW_MAX_MARINE_RESOURCES;i++)
{
if (GetMarineResource(i) == m)
{
m_MarineResources.Set(i, NULL);
UTIL_Remove(m);
// need to shuffle all others up
for (int k=i;k<(ASW_MAX_MARINE_RESOURCES-1);k++)
{
CASW_Marine_Resource *other = GetMarineResource(k+1);
m_MarineResources.Set(k, other);
m_MarineResources.Set(k+1, NULL);
}
}
}
// the above causes strange cases where the client copy of this networked array is incorrect
// so we flag each element dirty to cause a complete update, which seems to fix the problem
for (int i=0;i<ASW_MAX_MARINE_RESOURCES;i++)
{
m_MarineResources.GetForModify(i);
}
}
CASW_Marine_Resource* CASW_Game_Resource::GetMarineResource(int i)
{
if (i<0 || i>=ASW_MAX_MARINE_RESOURCES || m_MarineResources[i] == NULL)
return NULL;
CBaseEntity* c = m_MarineResources[i].Get();
return static_cast<CASW_Marine_Resource*>(c);
}
CASW_Scanner_Info* CASW_Game_Resource::GetScannerInfo()
{
CASW_Scanner_Info* pScanner = dynamic_cast<CASW_Scanner_Info*>(m_hScannerInfo.Get());
return pScanner;
}
void CASW_Game_Resource::SetLeader(CASW_Player *pPlayer)
{
// check for auto-readying our old leader
if (m_Leader.Get() && m_Leader.Get() != pPlayer && ASWGameRules() && m_Leader->m_bRequestedSpectator)
{
int iPlayerIndex = m_Leader->entindex() - 1;
if (ASWGameRules()->GetGameState() == ASW_GS_BRIEFING || ASWGameRules()->GetGameState()==ASW_GS_DEBRIEF)
{
// player index is out of range
if (iPlayerIndex >= 0 && iPlayerIndex < ASW_MAX_READY_PLAYERS)
{
Msg("Autoreadying old leader, who wanted to be a spectator\n");
m_bPlayerReady.Set(iPlayerIndex, true);
}
}
else if (ASWGameRules()->GetGameState() == ASW_GS_CAMPAIGNMAP && ASWGameRules()->GetCampaignSave())
{
Msg(" old leader telling campaign save that we're spectating\n", iPlayerIndex);
ASWGameRules()->GetCampaignSave()->PlayerSpectating(m_Leader.Get());
}
}
if (!pPlayer)
{
m_Leader = NULL;
m_iLeaderIndex = -1;
return;
}
m_Leader = pPlayer;
m_iLeaderIndex = pPlayer->entindex();
if (ASWGameRules()->GetGameState() == ASW_GS_BRIEFING || ASWGameRules()->GetGameState()==ASW_GS_DEBRIEF)
{
// unready leader
int iPlayerIndex = m_iLeaderIndex - 1;
// player index is out of range
if (iPlayerIndex >= 0 && iPlayerIndex < ASW_MAX_READY_PLAYERS)
{
m_bPlayerReady.Set(iPlayerIndex, false);
}
}
}
CASW_Campaign_Save* CASW_Game_Resource::GetCampaignSave()
{
CASW_Campaign_Save* pSave = dynamic_cast<CASW_Campaign_Save*>(m_hCampaignSave.Get());
return pSave;
}
CASW_Campaign_Save* CASW_Game_Resource::CreateCampaignSave()
{
CASW_Campaign_Save* pSave = (CASW_Campaign_Save*)CreateEntityByName("asw_campaign_save");
if (pSave)
{
pSave->Spawn();
m_hCampaignSave = pSave;
}
m_hCampaignSave = pSave;
pSave = GetCampaignSave();
return pSave;
}
void CASW_Game_Resource::UpdateMarineSkills( CASW_Campaign_Save *pCampaign )
{
if ( !pCampaign || pCampaign->UsingFixedSkillPoints() )
{
// update skills with defaults
for (int iProfileIndex=0;iProfileIndex<ASW_NUM_MARINE_PROFILES;iProfileIndex++)
{
CASW_Marine_Profile *pProfile = MarineProfileList()->m_Profiles[iProfileIndex];
if (pProfile)
{
m_iSkillSlot0.Set( iProfileIndex, pProfile->m_iStaticSkills[ ASW_SKILL_SLOT_0 ] );
m_iSkillSlot1.Set( iProfileIndex, pProfile->m_iStaticSkills[ ASW_SKILL_SLOT_1 ] );
m_iSkillSlot2.Set( iProfileIndex, pProfile->m_iStaticSkills[ ASW_SKILL_SLOT_2 ] );
m_iSkillSlot3.Set( iProfileIndex, pProfile->m_iStaticSkills[ ASW_SKILL_SLOT_3 ] );
m_iSkillSlot4.Set( iProfileIndex, pProfile->m_iStaticSkills[ ASW_SKILL_SLOT_4 ] );
m_iSkillSlotSpare.Set( iProfileIndex, pProfile->m_iStaticSkills[ ASW_SKILL_SLOT_SPARE ] );
}
else
{
m_iSkillSlot0.Set( iProfileIndex, 0 );
m_iSkillSlot1.Set( iProfileIndex, 0 );
m_iSkillSlot2.Set( iProfileIndex, 0 );
m_iSkillSlot3.Set( iProfileIndex, 0 );
m_iSkillSlot4.Set( iProfileIndex, 0 );
m_iSkillSlotSpare.Set( iProfileIndex, 0 );
}
}
}
else
{
// get skills from the campaign save
for (int iProfileIndex=0;iProfileIndex<ASW_NUM_MARINE_PROFILES;iProfileIndex++)
{
m_iSkillSlot0.Set( iProfileIndex, pCampaign->m_iMarineSkill[iProfileIndex][ASW_SKILL_SLOT_0] );
m_iSkillSlot1.Set( iProfileIndex, pCampaign->m_iMarineSkill[iProfileIndex][ASW_SKILL_SLOT_1] );
m_iSkillSlot2.Set( iProfileIndex, pCampaign->m_iMarineSkill[iProfileIndex][ASW_SKILL_SLOT_2] );
m_iSkillSlot3.Set( iProfileIndex, pCampaign->m_iMarineSkill[iProfileIndex][ASW_SKILL_SLOT_3] );
m_iSkillSlot4.Set( iProfileIndex, pCampaign->m_iMarineSkill[iProfileIndex][ASW_SKILL_SLOT_4] );
m_iSkillSlotSpare.Set( iProfileIndex, pCampaign->m_iMarineSkill[iProfileIndex][ASW_SKILL_SLOT_SPARE] );
}
}
}
bool CASW_Game_Resource::SetMarineSkill( int nProfileIndex, int nSkillSlot, int nValue )
{
if ( nProfileIndex < 0 || nProfileIndex > ASW_NUM_MARINE_PROFILES )
return false;
if ( nValue < 0 || nValue > 5 )
return false;
switch ( nSkillSlot )
{
case ASW_SKILL_SLOT_0: m_iSkillSlot0.Set( nProfileIndex, nValue ); break;
case ASW_SKILL_SLOT_1: m_iSkillSlot1.Set( nProfileIndex, nValue ); break;
case ASW_SKILL_SLOT_2: m_iSkillSlot2.Set( nProfileIndex, nValue ); break;
case ASW_SKILL_SLOT_3: m_iSkillSlot3.Set( nProfileIndex, nValue ); break;
case ASW_SKILL_SLOT_4: m_iSkillSlot4.Set( nProfileIndex, nValue ); break;
case ASW_SKILL_SLOT_SPARE: m_iSkillSlotSpare.Set( nProfileIndex, nValue ); break;
default: return false; break;
}
return true;
}
CASW_Player* CASW_Game_Resource::GetLeader()
{
return dynamic_cast<CASW_Player*>(m_Leader.Get());
}
CASW_Marine* CASW_Game_Resource::FindMarineByVoiceType( ASW_Voice_Type voice )
{
int m = GetMaxMarineResources();
for (int i=0;i<m;i++)
{
if (GetMarineResource(i) && GetMarineResource(i)->GetProfile() && GetMarineResource(i)->GetProfile()->m_VoiceType == voice)
{
return GetMarineResource(i)->GetMarineEntity();
}
}
return NULL;
}
void CASW_Game_Resource::RememberLeaderID()
{
if (GetLeader())
{
SetLastLeaderNetworkID(GetLeader()->GetASWNetworkID());
}
}
const char* CASW_Game_Resource::GetLastLeaderNetworkID()
{
return s_szLastLeaderNetworkID;
}
void CASW_Game_Resource::SetLastLeaderNetworkID(const char* szID)
{
Q_snprintf(s_szLastLeaderNetworkID, sizeof(s_szLastLeaderNetworkID), "%s", szID);
}
int CASW_Game_Resource::GetAliensKilledInThisMission()
{
int nCount = 0;
int m = GetMaxMarineResources();
for ( int i = 0; i < m; i++ )
{
CASW_Marine_Resource *pMR = GetMarineResource( i );
if ( !pMR )
continue;
nCount += pMR->m_iAliensKilled.Get();
}
return nCount;
}
void CASW_Game_Resource::OnMissionFailed( void )
{
s_nNumConsecutiveFailures++;
if ( !s_bLeaderGivenDifficultySuggestion && s_nNumConsecutiveFailures >= 4 )
{
s_bLeaderGivenDifficultySuggestion = true;
m_nDifficultySuggestion = 2;
}
}
void CASW_Game_Resource::OnMissionCompleted( bool bWellDone )
{
if ( !s_bLeaderGivenDifficultySuggestion && s_nNumConsecutiveFailures == 0 && bWellDone )
{
s_bLeaderGivenDifficultySuggestion = true;
m_nDifficultySuggestion = 1;
}
else
{
m_nDifficultySuggestion = 0;
}
s_nNumConsecutiveFailures = 0;
}