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-rw-r--r--mp/src/game/server/ai_debug.h176
1 files changed, 88 insertions, 88 deletions
diff --git a/mp/src/game/server/ai_debug.h b/mp/src/game/server/ai_debug.h
index 0285240d..8a438d70 100644
--- a/mp/src/game/server/ai_debug.h
+++ b/mp/src/game/server/ai_debug.h
@@ -1,88 +1,88 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#ifndef AI_DEBUG_H
-#define AI_DEBUG_H
-
-#include "fmtstr.h"
-#include "ai_debug_shared.h"
-
-#if defined( _WIN32 )
-#pragma once
-#endif
-
-// This dumps a summary result on exit
-//#define PROFILE_AI 1
-
-#define AI_PROFILE_SCOPE_BEGIN( tag ) if (0) ; else { AI_PROFILE_SCOPE( tag )
-#define AI_PROFILE_SCOPE_BEGIN_( pszName ) if (0) ; else { AI_PROFILE_SCOPE_( pszName )
-#define AI_PROFILE_SCOPE_END() } do {} while (0)
-
-#if defined(VPROF_AI)
-#define VProfAI() true
-#else
-#define VProfAI() false
-#endif
-#if defined(VPROF_AI)
-#include "tier0/vprof.h"
-#define AI_PROFILE_SCOPE( tag ) VPROF( #tag )
-#define AI_PROFILE_SCOPE_( pszName ) VPROF( pszName )
-#define AI_PROFILE_MEASURE_SCOPE( tag ) VPROF( #tag )
-#elif defined(PROFILE_AI)
-#include "tier0/fasttimer.h"
-#define AI_PROFILE_SCOPE( tag ) PROFILE_SCOPE( tag )
-#define AI_PROFILE_MEASURE_SCOPE( tag ) PROFILE_SCOPE( tag )
-#else
-#define AI_PROFILE_MEASURE_SCOPE( tag ) ((void)0)
-#define AI_PROFILE_SCOPE( tag ) ((void)0)
-#endif
-
-#ifndef AI_PROFILE_SCOPE_
-#define AI_PROFILE_SCOPE_( pszName ) ((void)0)
-#endif
-
-
-enum AIMsgFlags
-{
- AIMF_IGNORE_SELECTED = 0x01
-};
-
-void DevMsg( CAI_BaseNPC *pAI, unsigned flags, PRINTF_FORMAT_STRING const char *pszFormat, ... );
-void DevMsg( CAI_BaseNPC *pAI, PRINTF_FORMAT_STRING const char *pszFormat, ... );
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Use this to perform AI tracelines that are trying to determine LOS between points.
-// LOS checks between entities should use FVisible.
-//-----------------------------------------------------------------------------
-void AI_TraceLOS( const Vector& vecAbsStart, const Vector& vecAbsEnd, CBaseEntity *pLooker, trace_t *ptr, ITraceFilter *pFilter = NULL );
-
-//-----------------------------------------------------------------------------
-
-#ifdef DEBUG
-extern bool g_fTestSteering;
-#define TestingSteering() g_fTestSteering
-#else
-#define TestingSteering() false
-#endif
-
-//-----------------------------------------------------------------------------
-
-
-#ifdef _DEBUG
-extern ConVar ai_debug_doors;
-#define AIIsDebuggingDoors( pNPC ) ( ai_debug_doors.GetBool() && pNPC->m_bSelected )
-#define AIDoorDebugMsg( pNPC, msg ) if ( !AIIsDebuggingDoors( pNPC ) ) ; else Msg( msg )
-#else
-#define AIIsDebuggingDoors( pNPC ) (false)
-#define AIDoorDebugMsg( pNPC, msg ) ((void)(0))
-#endif
-
-
-//-----------------------------------------------------------------------------
-
-#endif // AI_DEBUG_H
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef AI_DEBUG_H
+#define AI_DEBUG_H
+
+#include "fmtstr.h"
+#include "ai_debug_shared.h"
+
+#if defined( _WIN32 )
+#pragma once
+#endif
+
+// This dumps a summary result on exit
+//#define PROFILE_AI 1
+
+#define AI_PROFILE_SCOPE_BEGIN( tag ) if (0) ; else { AI_PROFILE_SCOPE( tag )
+#define AI_PROFILE_SCOPE_BEGIN_( pszName ) if (0) ; else { AI_PROFILE_SCOPE_( pszName )
+#define AI_PROFILE_SCOPE_END() } do {} while (0)
+
+#if defined(VPROF_AI)
+#define VProfAI() true
+#else
+#define VProfAI() false
+#endif
+#if defined(VPROF_AI)
+#include "tier0/vprof.h"
+#define AI_PROFILE_SCOPE( tag ) VPROF( #tag )
+#define AI_PROFILE_SCOPE_( pszName ) VPROF( pszName )
+#define AI_PROFILE_MEASURE_SCOPE( tag ) VPROF( #tag )
+#elif defined(PROFILE_AI)
+#include "tier0/fasttimer.h"
+#define AI_PROFILE_SCOPE( tag ) PROFILE_SCOPE( tag )
+#define AI_PROFILE_MEASURE_SCOPE( tag ) PROFILE_SCOPE( tag )
+#else
+#define AI_PROFILE_MEASURE_SCOPE( tag ) ((void)0)
+#define AI_PROFILE_SCOPE( tag ) ((void)0)
+#endif
+
+#ifndef AI_PROFILE_SCOPE_
+#define AI_PROFILE_SCOPE_( pszName ) ((void)0)
+#endif
+
+
+enum AIMsgFlags
+{
+ AIMF_IGNORE_SELECTED = 0x01
+};
+
+void DevMsg( CAI_BaseNPC *pAI, unsigned flags, PRINTF_FORMAT_STRING const char *pszFormat, ... );
+void DevMsg( CAI_BaseNPC *pAI, PRINTF_FORMAT_STRING const char *pszFormat, ... );
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Use this to perform AI tracelines that are trying to determine LOS between points.
+// LOS checks between entities should use FVisible.
+//-----------------------------------------------------------------------------
+void AI_TraceLOS( const Vector& vecAbsStart, const Vector& vecAbsEnd, CBaseEntity *pLooker, trace_t *ptr, ITraceFilter *pFilter = NULL );
+
+//-----------------------------------------------------------------------------
+
+#ifdef DEBUG
+extern bool g_fTestSteering;
+#define TestingSteering() g_fTestSteering
+#else
+#define TestingSteering() false
+#endif
+
+//-----------------------------------------------------------------------------
+
+
+#ifdef _DEBUG
+extern ConVar ai_debug_doors;
+#define AIIsDebuggingDoors( pNPC ) ( ai_debug_doors.GetBool() && pNPC->m_bSelected )
+#define AIDoorDebugMsg( pNPC, msg ) if ( !AIIsDebuggingDoors( pNPC ) ) ; else Msg( msg )
+#else
+#define AIIsDebuggingDoors( pNPC ) (false)
+#define AIDoorDebugMsg( pNPC, msg ) ((void)(0))
+#endif
+
+
+//-----------------------------------------------------------------------------
+
+#endif // AI_DEBUG_H