Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= 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);
}