Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
// NavMesh.cpp
// Implementation of Navigation Mesh interface
// Author: Michael S. Booth, 2003-2004
#include "cbase.h"
#include "filesystem.h"
#include "cs_nav_mesh.h"
#include "cs_nav_node.h"
#include "cs_nav_area.h"
#include "fmtstr.h"
#include "utlbuffer.h"
#include "tier0/vprof.h"
//--------------------------------------------------------------------------------------------------------------
CSNavMesh::CSNavMesh( void ) { }
//--------------------------------------------------------------------------------------------------------------
CSNavMesh::~CSNavMesh() { }
CNavArea * CSNavMesh::CreateArea( void ) const { return new CCSNavArea; }
//-------------------------------------------------------------------------
void CSNavMesh::BeginCustomAnalysis( bool bIncremental ) {
}
//-------------------------------------------------------------------------
// invoked when custom analysis step is complete
void CSNavMesh::PostCustomAnalysis( void ) {
}
//-------------------------------------------------------------------------
void CSNavMesh::EndCustomAnalysis() {
}
//-------------------------------------------------------------------------
/**
* Returns sub-version number of data format used by derived classes */ unsigned int CSNavMesh::GetSubVersionNumber( void ) const { // 1: initial implementation - added ApproachArea data
return 1; }
//-------------------------------------------------------------------------
/**
* Store custom mesh data for derived classes */ void CSNavMesh::SaveCustomData( CUtlBuffer &fileBuffer ) const {
}
//-------------------------------------------------------------------------
/**
* Load custom mesh data for derived classes */ void CSNavMesh::LoadCustomData( CUtlBuffer &fileBuffer, unsigned int subVersion ) {
}
//--------------------------------------------------------------------------------------------------------------
/**
* Reset the Navigation Mesh to initial values */ void CSNavMesh::Reset( void ) { CNavMesh::Reset(); }
//--------------------------------------------------------------------------------------------------------------
/**
* Zero player counts in all areas */ void CSNavMesh::ClearPlayerCounts( void ) { FOR_EACH_VEC( TheNavAreas, it ) { CCSNavArea *area = (CCSNavArea*)TheNavAreas[ it ]; area->ClearPlayerCount(); } }
void CSNavMesh::Update( void ) { CNavMesh::Update(); }
NavErrorType CSNavMesh::Load( void ) { return CNavMesh::Load(); }
bool CSNavMesh::Save( void ) const { return CNavMesh::Save(); }
NavErrorType CSNavMesh::PostLoad( unsigned int version ) { return CNavMesh::PostLoad(version); }
|