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#include <stdlib.h> |
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#include "Daodan_Character.h" |
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#include "Oni_Character.h" |
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int DDr_TeamToTeamID(const char* team_string) { //Already something like this in the engine, but I'm reimplementing it... |
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if (!strcmp(team_string, "Konoko")) return 0; |
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if (!strcmp(team_string, "TCTF")) return 1; |
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if (!strcmp(team_string, "Syndicate")) return 2; |
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if (!strcmp(team_string, "Neutral")) return 3; |
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if (!strcmp(team_string, "SecurityGuard")) return 4; |
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if (!strcmp(team_string, "RougeKonoko")) return 5; |
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if (!strcmp(team_string, "Switzerland")) return 6; |
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if (!strcmp(team_string, "SyndicateAccessory")) return 7; |
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return 3; //if you enter a bad teamname, return Neutral..... |
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int DDr_TeamToTeamID(const char* team_string) //Already something like this in the engine, but I'm reimplementing it... |
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{ |
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if (!strcmp(team_string, "Konoko")) return team_konoko; |
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else if (!strcmp(team_string, "TCTF")) return team_tctf; |
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else if (!strcmp(team_string, "Syndicate")) return team_syndicate; |
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else if (!strcmp(team_string, "Neutral")) return team_neutral; |
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else if (!strcmp(team_string, "SecurityGuard")) return team_securityguard; |
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else if (!strcmp(team_string, "RougeKonoko")) return team_rougekonoko; |
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else if (!strcmp(team_string, "Switzerland")) return team_switzerland; |
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else if (!strcmp(team_string, "SyndicateAccessory")) return team_syndicateaccessory; |
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return team_neutral; //if you enter a bad teamname, return Neutral..... |
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} |
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int CHARTest() { |
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void CHARTest() |
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{ |
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CharacterObject TestCHAR; |
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memset(&TestCHAR, 0, sizeof(CharacterObject)); |
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TestCHAR.Header.Type = "CHAR"; |
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TestCHAR.OSD.Name = "Gumby"; |
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TestCHAR.OSD.Class = "muro_generic"; |
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TestCHAR.OSD.TeamID = DDr_TeamToTeamID("Syndicate"); |
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ONrGameState_NewCharacter(&TestCHAR, 0); |
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return 0; |
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} |
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memcpy(TestCHAR.Header.Type, "CHAR", 5); |
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memcpy(TestCHAR.OSD.Name, "Gumby", 6); |
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memcpy(TestCHAR.OSD.Class, "muro_generic", 13); |
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TestCHAR.OSD.TeamID = team_syndicate; |
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ONrGameState_NewCharacter(&TestCHAR, NULL); |
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} |