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https://github.com/nillerusr/source-engine.git
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upload "kind" alien swarm
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+4
-55
@@ -1,4 +1,4 @@
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//========= Copyright Valve Corporation, All rights reserved. ============//
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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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@@ -20,8 +20,6 @@ enum { MAX_NAV_TEAMS = 2 };
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class CFuncElevator;
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class CFuncNavPrerequisite;
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class CFuncNavCost;
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class CNavVectorNoEditAllocator
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{
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@@ -304,7 +302,6 @@ public:
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void MarkAsBlocked( int teamID, CBaseEntity *blocker, bool bGenerateEvent = true ); // An entity can force a nav area to be blocked
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virtual void UpdateBlocked( bool force = false, int teamID = TEAM_ANY ); // Updates the (un)blocked status of the nav area (throttled)
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virtual bool IsBlocked( int teamID, bool ignoreNavBlockers = false ) const;
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void UnblockArea( int teamID = TEAM_ANY ); // clear blocked status for the given team(s)
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void CheckFloor( CBaseEntity *ignore ); // Checks if there is a floor under the nav area, in case a breakable floor is gone
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@@ -313,19 +310,6 @@ public:
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bool HasAvoidanceObstacle( float maxObstructionHeight = StepHeight ) const; // is there a large, immobile object obstructing this area
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float GetAvoidanceObstacleHeight( void ) const; // returns the maximum height of the obstruction above the ground
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#ifdef NEXT_BOT
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bool HasPrerequisite( CBaseCombatCharacter *actor = NULL ) const; // return true if this area has a prerequisite that applies to the given actor
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const CUtlVector< CHandle< CFuncNavPrerequisite > > &GetPrerequisiteVector( void ) const; // return vector of prerequisites that must be met before this area can be traversed
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void RemoveAllPrerequisites( void );
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void AddPrerequisite( CFuncNavPrerequisite *prereq );
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#endif
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void ClearAllNavCostEntities( void ); // clear set of func_nav_cost entities that affect this area
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void AddFuncNavCostEntity( CFuncNavCost *cost ); // add the given func_nav_cost entity to the cost of this area
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float ComputeFuncNavCost( CBaseCombatCharacter *who ) const; // return the cost multiplier of this area's func_nav_cost entities for the given actor
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bool HasFuncNavAvoid( void ) const;
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bool HasFuncNavPrefer( void ) const;
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void CheckWaterLevel( void );
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bool IsUnderwater( void ) const { return m_isUnderwater; }
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@@ -363,7 +347,6 @@ public:
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int GetAdjacentCount( NavDirType dir ) const { return m_connect[ dir ].Count(); } // return number of connected areas in given direction
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CNavArea *GetAdjacentArea( NavDirType dir, int i ) const; // return the i'th adjacent area in the given direction
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CNavArea *GetRandomAdjacentArea( NavDirType dir ) const;
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void CollectAdjacentAreas( CUtlVector< CNavArea * > *adjVector ) const; // build a vector of all adjacent areas
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const NavConnectVector *GetAdjacentAreas( NavDirType dir ) const { return &m_connect[dir]; }
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bool IsConnected( const CNavArea *area, NavDirType dir ) const; // return true if given area is connected in given direction
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@@ -639,10 +622,12 @@ public:
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}
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protected:
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void UnblockArea( void );
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private:
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friend class CNavMesh;
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friend class CNavLadder;
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friend class CCSNavArea; // allow CS load code to complete replace our default load behavior
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static bool m_isReset; // if true, don't bother cleaning up in destructor since everything is going away
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@@ -724,10 +709,6 @@ private:
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void CalcDebugID();
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#ifdef NEXT_BOT
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CUtlVector< CHandle< CFuncNavPrerequisite > > m_prerequisiteVector; // list of prerequisites that must be met before this area can be traversed
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#endif
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CNavArea *m_prevHash, *m_nextHash; // for hash table in CNavMesh
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void ConnectElevators( void ); // find elevator connections between areas
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@@ -754,8 +735,6 @@ private:
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uint32 m_nVisTestCounter;
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static uint32 s_nCurrVisTestCounter;
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CUtlVector< CHandle< CFuncNavCost > > m_funcNavCostVector; // active, overlapping cost entities
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};
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typedef CUtlVector< CNavArea * > NavAreaVector;
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@@ -768,36 +747,6 @@ extern NavAreaVector TheNavAreas;
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// Inlines
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//
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#ifdef NEXT_BOT
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//--------------------------------------------------------------------------------------------------------------
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inline bool CNavArea::HasPrerequisite( CBaseCombatCharacter *actor ) const
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{
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return m_prerequisiteVector.Count() > 0;
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}
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//--------------------------------------------------------------------------------------------------------------
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inline const CUtlVector< CHandle< CFuncNavPrerequisite > > &CNavArea::GetPrerequisiteVector( void ) const
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{
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return m_prerequisiteVector;
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}
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//--------------------------------------------------------------------------------------------------------------
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inline void CNavArea::RemoveAllPrerequisites( void )
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{
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m_prerequisiteVector.RemoveAll();
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}
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//--------------------------------------------------------------------------------------------------------------
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inline void CNavArea::AddPrerequisite( CFuncNavPrerequisite *prereq )
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{
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if ( m_prerequisiteVector.Find( prereq ) == m_prerequisiteVector.InvalidIndex() )
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{
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m_prerequisiteVector.AddToTail( prereq );
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}
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}
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#endif
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//--------------------------------------------------------------------------------------------------------------
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inline float CNavArea::GetDangerDecayRate( void ) const
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{
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