Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef AI_DEBUG_SHARED_H
#define AI_DEBUG_SHARED_H
#ifdef _WIN32
#pragma once
#endif
#include "tier0/vprof.h"
// This uses VPROF to profile
//#define VPROF_AI 1
#ifdef VPROF_AI
inline void AI_TraceLine( const Vector& vecAbsStart, const Vector& vecAbsEnd, unsigned int mask,
const IHandleEntity *ignore, int collisionGroup, trace_t *ptr )
{
VPROF( "AI_TraceLine" );
UTIL_TraceLine( vecAbsStart, vecAbsEnd, mask, ignore, collisionGroup, ptr );
}
inline void AI_TraceLine( const Vector& vecAbsStart, const Vector& vecAbsEnd, unsigned int mask,
ITraceFilter *pFilter, trace_t *ptr )
{
VPROF( "AI_TraceLine" );
UTIL_TraceLine( vecAbsStart, vecAbsEnd, mask, pFilter, ptr );
}
inline void AI_TraceHull( const Vector &vecAbsStart, const Vector &vecAbsEnd, const Vector &hullMin,
const Vector &hullMax, unsigned int mask, const IHandleEntity *ignore,
int collisionGroup, trace_t *ptr )
{
VPROF( "AI_TraceHull" );
UTIL_TraceHull( vecAbsStart, vecAbsEnd, hullMin, hullMax, mask, ignore, collisionGroup, ptr );
}
inline void AI_TraceHull( const Vector &vecAbsStart, const Vector &vecAbsEnd, const Vector &hullMin,
const Vector &hullMax, unsigned int mask, ITraceFilter *pFilter, trace_t *ptr )
{
VPROF( "AI_TraceHull" );
UTIL_TraceHull( vecAbsStart, vecAbsEnd, hullMin, hullMax, mask, pFilter, ptr );
}
inline void AI_TraceEntity( CBaseEntity *pEntity, const Vector &vecAbsStart, const Vector &vecAbsEnd, unsigned int mask, trace_t *ptr )
{
VPROF( "AI_TraceEntity" );
UTIL_TraceEntity( pEntity, vecAbsStart, vecAbsEnd, mask, ptr );
}
#else
#define AI_TraceLine UTIL_TraceLine
#define AI_TraceHull UTIL_TraceHull
#define AI_TraceEntity UTIL_TraceEntity
#endif
#endif // AI_DEBUG_SHARED_H