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