mirror of https://github.com/AxioDL/metaforce.git
CAiFuncMap: Replace map indexing with emplace in the constructor
Provides the same behavior, but without default initializing a map entry that immediately gets overridden in the assignment.
This commit is contained in:
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4a4781de76
commit
1cfe83d8d1
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@ -5,131 +5,131 @@
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namespace urde {
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CAiFuncMap::CAiFuncMap() {
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/* Ai States */
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x0_stateFuncs["Patrol"] = &CAi::Patrol;
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x0_stateFuncs["FollowPattern"] = &CAi::FollowPattern;
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x0_stateFuncs["Dead"] = &CAi::Dead;
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x0_stateFuncs["PathFind"] = &CAi::PathFind;
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x0_stateFuncs["Start"] = &CAi::Start;
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x0_stateFuncs["SelectTarget"] = &CAi::SelectTarget;
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x0_stateFuncs["TargetPatrol"] = &CAi::TargetPatrol;
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x0_stateFuncs["TargetPlayer"] = &CAi::TargetPlayer;
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x0_stateFuncs["TargetCover"] = &CAi::TargetCover;
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x0_stateFuncs["Halt"] = &CAi::Halt;
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x0_stateFuncs["Walk"] = &CAi::Walk;
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x0_stateFuncs["Run"] = &CAi::Run;
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x0_stateFuncs["Generate"] = &CAi::Generate;
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x0_stateFuncs["Deactivate"] = &CAi::Deactivate;
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x0_stateFuncs["Attack"] = &CAi::Attack;
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x0_stateFuncs["LoopedAttack"] = &CAi::LoopedAttack;
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x0_stateFuncs["JumpBack"] = &CAi::JumpBack;
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x0_stateFuncs["DoubleSnap"] = &CAi::DoubleSnap;
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x0_stateFuncs["Shuffle"] = &CAi::Shuffle;
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x0_stateFuncs["TurnAround"] = &CAi::TurnAround;
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x0_stateFuncs["Skid"] = &CAi::Skid;
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x0_stateFuncs["Active"] = &CAi::Active;
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x0_stateFuncs["InActive"] = &CAi::InActive;
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x0_stateFuncs["CoverAttack"] = &CAi::CoverAttack;
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x0_stateFuncs["Crouch"] = &CAi::Crouch;
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x0_stateFuncs["FadeIn"] = &CAi::FadeIn;
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x0_stateFuncs["FadeOut"] = &CAi::FadeOut;
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x0_stateFuncs["GetUp"] = &CAi::GetUp;
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x0_stateFuncs["Taunt"] = &CAi::Taunt;
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x0_stateFuncs["Suck"] = &CAi::Suck;
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x0_stateFuncs["Flee"] = &CAi::Flee;
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x0_stateFuncs["Lurk"] = &CAi::Lurk;
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x0_stateFuncs["ProjectileAttack"] = &CAi::ProjectileAttack;
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x0_stateFuncs["Flinch"] = &CAi::Flinch;
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x0_stateFuncs["Hurled"] = &CAi::Hurled;
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x0_stateFuncs["TelegraphAttack"] = &CAi::TelegraphAttack;
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x0_stateFuncs["Jump"] = &CAi::Jump;
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x0_stateFuncs["Explode"] = &CAi::Explode;
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x0_stateFuncs["Dodge"] = &CAi::Dodge;
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x0_stateFuncs["Retreat"] = &CAi::Retreat;
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x0_stateFuncs["Cover"] = &CAi::Cover;
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x0_stateFuncs["Approach"] = &CAi::Approach;
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x0_stateFuncs["WallHang"] = &CAi::WallHang;
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x0_stateFuncs["WallDetach"] = &CAi::WallDetach;
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x0_stateFuncs["Enraged"] = &CAi::Enraged;
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x0_stateFuncs["SpecialAttack"] = &CAi::SpecialAttack;
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x0_stateFuncs["Growth"] = &CAi::Growth;
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x0_stateFuncs["Faint"] = &CAi::Faint;
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x0_stateFuncs["Land"] = &CAi::Land;
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x0_stateFuncs["Bounce"] = &CAi::Bounce;
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x0_stateFuncs["PathFindEx"] = &CAi::PathFindEx;
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x0_stateFuncs["Dizzy"] = &CAi::Dizzy;
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x0_stateFuncs["CallForBackup"] = &CAi::CallForBackup;
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x0_stateFuncs["BulbAttack"] = &CAi::BulbAttack;
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x0_stateFuncs["PodAttack"] = &CAi::PodAttack;
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x0_stateFuncs.emplace("Patrol", &CAi::Patrol);
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x0_stateFuncs.emplace("FollowPattern", &CAi::FollowPattern);
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x0_stateFuncs.emplace("Dead", &CAi::Dead);
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x0_stateFuncs.emplace("PathFind", &CAi::PathFind);
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x0_stateFuncs.emplace("Start", &CAi::Start);
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x0_stateFuncs.emplace("SelectTarget", &CAi::SelectTarget);
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x0_stateFuncs.emplace("TargetPatrol", &CAi::TargetPatrol);
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x0_stateFuncs.emplace("TargetPlayer", &CAi::TargetPlayer);
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x0_stateFuncs.emplace("TargetCover", &CAi::TargetCover);
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x0_stateFuncs.emplace("Halt", &CAi::Halt);
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x0_stateFuncs.emplace("Walk", &CAi::Walk);
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x0_stateFuncs.emplace("Run", &CAi::Run);
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x0_stateFuncs.emplace("Generate", &CAi::Generate);
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x0_stateFuncs.emplace("Deactivate", &CAi::Deactivate);
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x0_stateFuncs.emplace("Attack", &CAi::Attack);
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x0_stateFuncs.emplace("LoopedAttack", &CAi::LoopedAttack);
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x0_stateFuncs.emplace("JumpBack", &CAi::JumpBack);
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x0_stateFuncs.emplace("DoubleSnap", &CAi::DoubleSnap);
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x0_stateFuncs.emplace("Shuffle", &CAi::Shuffle);
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x0_stateFuncs.emplace("TurnAround", &CAi::TurnAround);
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x0_stateFuncs.emplace("Skid", &CAi::Skid);
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x0_stateFuncs.emplace("Active", &CAi::Active);
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x0_stateFuncs.emplace("InActive", &CAi::InActive);
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x0_stateFuncs.emplace("CoverAttack", &CAi::CoverAttack);
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x0_stateFuncs.emplace("Crouch", &CAi::Crouch);
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x0_stateFuncs.emplace("FadeIn", &CAi::FadeIn);
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x0_stateFuncs.emplace("FadeOut", &CAi::FadeOut);
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x0_stateFuncs.emplace("GetUp", &CAi::GetUp);
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x0_stateFuncs.emplace("Taunt", &CAi::Taunt);
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x0_stateFuncs.emplace("Suck", &CAi::Suck);
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x0_stateFuncs.emplace("Flee", &CAi::Flee);
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x0_stateFuncs.emplace("Lurk", &CAi::Lurk);
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x0_stateFuncs.emplace("ProjectileAttack", &CAi::ProjectileAttack);
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x0_stateFuncs.emplace("Flinch", &CAi::Flinch);
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x0_stateFuncs.emplace("Hurled", &CAi::Hurled);
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x0_stateFuncs.emplace("TelegraphAttack", &CAi::TelegraphAttack);
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x0_stateFuncs.emplace("Jump", &CAi::Jump);
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x0_stateFuncs.emplace("Explode", &CAi::Explode);
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x0_stateFuncs.emplace("Dodge", &CAi::Dodge);
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x0_stateFuncs.emplace("Retreat", &CAi::Retreat);
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x0_stateFuncs.emplace("Cover", &CAi::Cover);
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x0_stateFuncs.emplace("Approach", &CAi::Approach);
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x0_stateFuncs.emplace("WallHang", &CAi::WallHang);
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x0_stateFuncs.emplace("WallDetach", &CAi::WallDetach);
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x0_stateFuncs.emplace("Enraged", &CAi::Enraged);
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x0_stateFuncs.emplace("SpecialAttack", &CAi::SpecialAttack);
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x0_stateFuncs.emplace("Growth", &CAi::Growth);
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x0_stateFuncs.emplace("Faint", &CAi::Faint);
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x0_stateFuncs.emplace("Land", &CAi::Land);
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x0_stateFuncs.emplace("Bounce", &CAi::Bounce);
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x0_stateFuncs.emplace("PathFindEx", &CAi::PathFindEx);
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x0_stateFuncs.emplace("Dizzy", &CAi::Dizzy);
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x0_stateFuncs.emplace("CallForBackup", &CAi::CallForBackup);
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x0_stateFuncs.emplace("BulbAttack", &CAi::BulbAttack);
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x0_stateFuncs.emplace("PodAttack", &CAi::PodAttack);
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/* Ai Triggers */
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x10_triggerFuncs["InAttackPosition"] = &CAi::InAttackPosition;
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x10_triggerFuncs["Leash"] = &CAi::Leash;
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x10_triggerFuncs["OffLine"] = &CAi::OffLine;
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x10_triggerFuncs["Attacked"] = &CAi::Attacked;
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x10_triggerFuncs["PathShagged"] = &CAi::PathShagged;
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x10_triggerFuncs["PathOver"] = &CAi::PathOver;
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x10_triggerFuncs["PathFound"] = &CAi::PathFound;
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x10_triggerFuncs["TooClose"] = &CAi::TooClose;
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x10_triggerFuncs["InRange"] = &CAi::InRange;
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x10_triggerFuncs["InMaxRange"] = &CAi::InMaxRange;
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x10_triggerFuncs["InDetectionRange"] = &CAi::InDetectionRange;
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x10_triggerFuncs["SpotPlayer"] = &CAi::SpotPlayer;
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x10_triggerFuncs["PlayerSpot"] = &CAi::PlayerSpot;
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x10_triggerFuncs["PatternOver"] = &CAi::PatternOver;
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x10_triggerFuncs["PatternShagged"] = &CAi::PatternShagged;
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x10_triggerFuncs["HasAttackPattern"] = &CAi::HasAttackPattern;
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x10_triggerFuncs["HasPatrolPath"] = &CAi::HasPatrolPath;
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x10_triggerFuncs["HasRetreatPattern"] = &CAi::HasRetreatPattern;
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x10_triggerFuncs["Delay"] = &CAi::Delay;
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x10_triggerFuncs["RandomDelay"] = &CAi::RandomDelay;
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x10_triggerFuncs["FixedDelay"] = &CAi::FixedDelay;
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x10_triggerFuncs["Default"] = &CAi::Default;
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x10_triggerFuncs["AnimOver"] = &CAi::AnimOver;
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x10_triggerFuncs["ShouldAttack"] = &CAi::ShouldAttack;
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x10_triggerFuncs["ShouldDoubleSnap"] = &CAi::ShouldDoubleSnap;
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x10_triggerFuncs["InPosition"] = &CAi::InPosition;
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x10_triggerFuncs["ShouldTurn"] = &CAi::ShouldTurn;
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x10_triggerFuncs["HitSomething"] = &CAi::HitSomething;
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x10_triggerFuncs["ShouldJumpBack"] = &CAi::ShouldJumpBack;
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x10_triggerFuncs["Stuck"] = &CAi::Stuck;
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x10_triggerFuncs["NoPathNodes"] = &CAi::NoPathNodes;
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x10_triggerFuncs["Landed"] = &CAi::Landed;
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x10_triggerFuncs["HearShot"] = &CAi::HearShot;
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x10_triggerFuncs["HearPlayer"] = &CAi::HearPlayer;
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x10_triggerFuncs["CoverCheck"] = &CAi::CoverCheck;
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x10_triggerFuncs["CoverFind"] = &CAi::CoverFind;
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x10_triggerFuncs["CoverBlown"] = &CAi::CoverBlown;
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x10_triggerFuncs["CoverNearlyBlown"] = &CAi::CoverNearlyBlown;
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x10_triggerFuncs["CoveringFire"] = &CAi::CoveringFire;
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x10_triggerFuncs["GotUp"] = &CAi::GotUp;
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x10_triggerFuncs["LineOfSight"] = &CAi::LineOfSight;
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x10_triggerFuncs["AggressionCheck"] = &CAi::AggressionCheck;
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x10_triggerFuncs["AttackOver"] = &CAi::AttackOver;
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x10_triggerFuncs["ShouldTaunt"] = &CAi::ShouldTaunt;
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x10_triggerFuncs["Inside"] = &CAi::Inside;
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x10_triggerFuncs["ShouldFire"] = &CAi::ShouldFire;
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x10_triggerFuncs["ShouldFlinch"] = &CAi::ShouldFlinch;
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x10_triggerFuncs["PatrolPathOver"] = &CAi::PatrolPathOver;
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x10_triggerFuncs["ShouldDodge"] = &CAi::ShouldDodge;
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x10_triggerFuncs["ShouldRetreat"] = &CAi::ShouldRetreat;
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x10_triggerFuncs["ShouldCrouch"] = &CAi::ShouldCrouch;
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x10_triggerFuncs["ShouldMove"] = &CAi::ShouldMove;
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x10_triggerFuncs["ShotAt"] = &CAi::ShotAt;
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x10_triggerFuncs["HasTargetingPoint"] = &CAi::HasTargetingPoint;
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x10_triggerFuncs["ShouldWallHang"] = &CAi::ShouldWallHang;
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x10_triggerFuncs["SetAIStage"] = &CAi::SetAIStage;
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x10_triggerFuncs["AIStage"] = &CAi::AIStage;
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x10_triggerFuncs["StartAttack"] = &CAi::StartAttack;
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x10_triggerFuncs["BreakAttack"] = &CAi::BreakAttack;
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x10_triggerFuncs["ShouldStrafe"] = &CAi::ShouldStrafe;
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x10_triggerFuncs["ShouldSpecialAttack"] = &CAi::ShouldSpecialAttack;
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x10_triggerFuncs["LostInterest"] = &CAi::LostInterest;
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x10_triggerFuncs["CodeTrigger"] = &CAi::CodeTrigger;
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x10_triggerFuncs["BounceFind"] = &CAi::BounceFind;
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x10_triggerFuncs["Random"] = &CAi::Random;
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x10_triggerFuncs["FixedRandom"] = &CAi::FixedRandom;
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x10_triggerFuncs["IsDizzy"] = &CAi::IsDizzy;
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x10_triggerFuncs["ShouldCallForBackup"] = &CAi::ShouldCallForBackup;
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x10_triggerFuncs.emplace("InAttackPosition", &CAi::InAttackPosition);
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x10_triggerFuncs.emplace("Leash", &CAi::Leash);
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x10_triggerFuncs.emplace("OffLine", &CAi::OffLine);
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x10_triggerFuncs.emplace("Attacked", &CAi::Attacked);
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x10_triggerFuncs.emplace("PathShagged", &CAi::PathShagged);
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x10_triggerFuncs.emplace("PathOver", &CAi::PathOver);
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x10_triggerFuncs.emplace("PathFound", &CAi::PathFound);
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x10_triggerFuncs.emplace("TooClose", &CAi::TooClose);
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x10_triggerFuncs.emplace("InRange", &CAi::InRange);
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x10_triggerFuncs.emplace("InMaxRange", &CAi::InMaxRange);
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x10_triggerFuncs.emplace("InDetectionRange", &CAi::InDetectionRange);
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x10_triggerFuncs.emplace("SpotPlayer", &CAi::SpotPlayer);
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x10_triggerFuncs.emplace("PlayerSpot", &CAi::PlayerSpot);
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x10_triggerFuncs.emplace("PatternOver", &CAi::PatternOver);
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x10_triggerFuncs.emplace("PatternShagged", &CAi::PatternShagged);
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x10_triggerFuncs.emplace("HasAttackPattern", &CAi::HasAttackPattern);
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x10_triggerFuncs.emplace("HasPatrolPath", &CAi::HasPatrolPath);
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x10_triggerFuncs.emplace("HasRetreatPattern", &CAi::HasRetreatPattern);
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x10_triggerFuncs.emplace("Delay", &CAi::Delay);
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x10_triggerFuncs.emplace("RandomDelay", &CAi::RandomDelay);
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x10_triggerFuncs.emplace("FixedDelay", &CAi::FixedDelay);
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x10_triggerFuncs.emplace("Default", &CAi::Default);
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x10_triggerFuncs.emplace("AnimOver", &CAi::AnimOver);
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x10_triggerFuncs.emplace("ShouldAttack", &CAi::ShouldAttack);
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x10_triggerFuncs.emplace("ShouldDoubleSnap", &CAi::ShouldDoubleSnap);
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x10_triggerFuncs.emplace("InPosition", &CAi::InPosition);
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x10_triggerFuncs.emplace("ShouldTurn", &CAi::ShouldTurn);
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x10_triggerFuncs.emplace("HitSomething", &CAi::HitSomething);
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x10_triggerFuncs.emplace("ShouldJumpBack", &CAi::ShouldJumpBack);
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x10_triggerFuncs.emplace("Stuck", &CAi::Stuck);
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x10_triggerFuncs.emplace("NoPathNodes", &CAi::NoPathNodes);
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x10_triggerFuncs.emplace("Landed", &CAi::Landed);
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x10_triggerFuncs.emplace("HearShot", &CAi::HearShot);
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x10_triggerFuncs.emplace("HearPlayer", &CAi::HearPlayer);
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x10_triggerFuncs.emplace("CoverCheck", &CAi::CoverCheck);
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x10_triggerFuncs.emplace("CoverFind", &CAi::CoverFind);
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x10_triggerFuncs.emplace("CoverBlown", &CAi::CoverBlown);
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x10_triggerFuncs.emplace("CoverNearlyBlown", &CAi::CoverNearlyBlown);
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x10_triggerFuncs.emplace("CoveringFire", &CAi::CoveringFire);
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x10_triggerFuncs.emplace("GotUp", &CAi::GotUp);
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x10_triggerFuncs.emplace("LineOfSight", &CAi::LineOfSight);
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x10_triggerFuncs.emplace("AggressionCheck", &CAi::AggressionCheck);
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x10_triggerFuncs.emplace("AttackOver", &CAi::AttackOver);
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x10_triggerFuncs.emplace("ShouldTaunt", &CAi::ShouldTaunt);
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x10_triggerFuncs.emplace("Inside", &CAi::Inside);
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x10_triggerFuncs.emplace("ShouldFire", &CAi::ShouldFire);
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x10_triggerFuncs.emplace("ShouldFlinch", &CAi::ShouldFlinch);
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x10_triggerFuncs.emplace("PatrolPathOver", &CAi::PatrolPathOver);
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x10_triggerFuncs.emplace("ShouldDodge", &CAi::ShouldDodge);
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x10_triggerFuncs.emplace("ShouldRetreat", &CAi::ShouldRetreat);
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x10_triggerFuncs.emplace("ShouldCrouch", &CAi::ShouldCrouch);
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x10_triggerFuncs.emplace("ShouldMove", &CAi::ShouldMove);
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x10_triggerFuncs.emplace("ShotAt", &CAi::ShotAt);
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x10_triggerFuncs.emplace("HasTargetingPoint", &CAi::HasTargetingPoint);
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x10_triggerFuncs.emplace("ShouldWallHang", &CAi::ShouldWallHang);
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x10_triggerFuncs.emplace("SetAIStage", &CAi::SetAIStage);
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x10_triggerFuncs.emplace("AIStage", &CAi::AIStage);
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x10_triggerFuncs.emplace("StartAttack", &CAi::StartAttack);
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x10_triggerFuncs.emplace("BreakAttack", &CAi::BreakAttack);
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x10_triggerFuncs.emplace("ShouldStrafe", &CAi::ShouldStrafe);
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x10_triggerFuncs.emplace("ShouldSpecialAttack", &CAi::ShouldSpecialAttack);
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x10_triggerFuncs.emplace("LostInterest", &CAi::LostInterest);
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x10_triggerFuncs.emplace("CodeTrigger", &CAi::CodeTrigger);
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x10_triggerFuncs.emplace("BounceFind", &CAi::BounceFind);
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x10_triggerFuncs.emplace("Random", &CAi::Random);
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x10_triggerFuncs.emplace("FixedRandom", &CAi::FixedRandom);
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x10_triggerFuncs.emplace("IsDizzy", &CAi::IsDizzy);
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x10_triggerFuncs.emplace("ShouldCallForBackup", &CAi::ShouldCallForBackup);
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CAi::CreateFuncLookup(this);
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}
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