예제 #1
0
CAI_Squad *CAI_SquadManager::FindSquad( string_t squadName )
{
	CAI_Squad* pSquad = m_pSquads;

	while (pSquad)
	{
		if (FStrEq(STRING(squadName),pSquad->GetName()))
		{
			return pSquad;
		}
		pSquad = pSquad->m_pNextSquad;
	}
	return NULL;
}
예제 #2
0
	void Save( ISave *pSave )
	{
		pSave->StartBlock( "Squads" );
		short nSquads = (short)g_AI_SquadManager.NumSquads();
		pSave->WriteShort( &nSquads );
		
		AISquadsIter_t iter;
		string_t squadName;
		CAI_Squad* pSquad = g_AI_SquadManager.GetFirstSquad( &iter );
		while (pSquad)
		{
			squadName = MAKE_STRING( pSquad->GetName() );
			pSave->WriteString( "", &squadName ); // Strings require a header to be read properly
			pSave->WriteAll( pSquad );
			pSquad = g_AI_SquadManager.GetNextSquad( &iter );
		}
		
		pSave->EndBlock();

		//---------------------------------
		
		pSave->StartBlock( "Enemies" );
		short nMemories = 0;
		
		CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs();
		int i;

		for ( i = 0; i < g_AI_Manager.NumAIs(); i++ )
		{
			if ( ppAIs[i]->GetEnemies() )
				nMemories++;
		}

		pSave->WriteShort( &nMemories );
		
		for ( i = 0; i < g_AI_Manager.NumAIs(); i++ )
		{
			if ( ppAIs[i]->GetEnemies() )
			{
				CBaseEntity *p = ppAIs[i];
				pSave->WriteEntityPtr( &p );
				pSave->WriteAll( ppAIs[i]->GetEnemies() );
			}
		}
		pSave->EndBlock();
	}