//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======// // // Purpose: // // $NoKeywords: $ // //===========================================================================// #include "cbase.h" #include "ai_criteria.h" #ifdef GAME_DLL #include "ai_speech.h" #endif #include #include "engine/ienginesound.h" // memdbgon must be the last include file in a .cpp file!!! #include BEGIN_SIMPLE_DATADESC( AI_ResponseParams ) DEFINE_FIELD( flags, FIELD_SHORT ), DEFINE_FIELD( odds, FIELD_SHORT ), DEFINE_FIELD( soundlevel, FIELD_CHARACTER ), DEFINE_FIELD( delay, FIELD_INTEGER ), // These are compressed down to two float16s, so treat as an INT for saverestore DEFINE_FIELD( respeakdelay, FIELD_INTEGER ), // END_DATADESC() BEGIN_SIMPLE_DATADESC( AI_Response ) DEFINE_FIELD( m_Type, FIELD_CHARACTER ), DEFINE_ARRAY( m_szResponseName, FIELD_CHARACTER, AI_Response::MAX_RESPONSE_NAME ), DEFINE_ARRAY( m_szMatchingRule, FIELD_CHARACTER, AI_Response::MAX_RULE_NAME ), // DEFINE_FIELD( m_pCriteria, FIELD_??? ), // Don't need to save this probably DEFINE_EMBEDDED( m_Params ), END_DATADESC()