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Update from SDK 2013
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@@ -1,29 +1,29 @@
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//========= 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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//=============================================================================//
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#include "cbase.h"
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#include "weapon_proficiency.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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static const char *g_ProficiencyNames[] =
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{
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"Poor",
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"Average",
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"Good",
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"Very Good",
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"Perfect"
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};
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const char *GetWeaponProficiencyName( WeaponProficiency_t proficiency )
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{
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COMPILE_TIME_ASSERT( ARRAYSIZE(g_ProficiencyNames) == WEAPON_PROFICIENCY_PERFECT + 1 ); // Hey, update that there table!
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if ( proficiency < 0 || proficiency > WEAPON_PROFICIENCY_PERFECT )
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return "<<Invalid>>";
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return g_ProficiencyNames[proficiency];
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}
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "weapon_proficiency.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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static const char *g_ProficiencyNames[] =
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{
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"Poor",
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"Average",
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"Good",
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"Very Good",
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"Perfect"
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};
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const char *GetWeaponProficiencyName( WeaponProficiency_t proficiency )
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{
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COMPILE_TIME_ASSERT( ARRAYSIZE(g_ProficiencyNames) == WEAPON_PROFICIENCY_PERFECT + 1 ); // Hey, update that there table!
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if ( proficiency < 0 || proficiency > WEAPON_PROFICIENCY_PERFECT )
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return "<<Invalid>>";
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return g_ProficiencyNames[proficiency];
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}
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