Diff
checker
文本
文本
圖像
文檔
Excel
文件夾
Legal
Enterprise
桌面版
定價
登入
下載 Diffchecker 桌面版
比較文本
尋找兩個文字檔案之間的差異
工具
歷史
即時編輯器
隱藏空白變更
摺疊未變更行
關閉換行
檢視
拆分
統一
比對精度
智能
單詞
字符
文字樣式
變更外觀
語法突出顯示
選擇語法
忽略
文字轉換
前往第一個差異
編輯輸入
Diffchecker Desktop
執行Diffchecker最安全的方式。取得Diffchecker桌面應用程式:您的差異永遠不會離開您的電腦!
取得桌面版
Untitled diff
建立於
9 年前
差異永不過期
清除
匯出
分享
解釋
11 刪除
行
總計
刪除
字符
總計
刪除
要繼續使用此功能,請升級到
Diff
checker
Pro
查看價格
171 行
全部複製
18 新增
行
總計
新增
字符
總計
新增
要繼續使用此功能,請升級到
Diff
checker
Pro
查看價格
177 行
全部複製
//========= Copyright Valve Corporation, All rights reserved. ============//
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//
// Purpose:
// Purpose:
//
//
// $NoKeywords: $
// $NoKeywords: $
//=============================================================================//
//=============================================================================//
#ifndef AI_COMPONENT_H
#ifndef AI_COMPONENT_H
#define AI_COMPONENT_H
#define AI_COMPONENT_H
#if defined( _WIN32 )
#if defined( _WIN32 )
#pragma once
#pragma once
#endif
#endif
class CAI_BaseNPC;
class CAI_BaseNPC;
class CAI_Enemies;
class CAI_Enemies;
typedef int AI_TaskFailureCode_t;
typedef int AI_TaskFailureCode_t;
struct Task_t;
struct Task_t;
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// CAI_Component
// CAI_Component
//
//
// Purpose: Shared functionality of all classes that assume some of the
// Purpose: Shared functionality of all classes that assume some of the
// responsibilities of an owner AI.
// responsibilities of an owner AI.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
class CAI_Component
class CAI_Component
{
{
DECLARE_CLASS_NOBASE( CAI_Component );
DECLARE_CLASS_NOBASE( CAI_Component );
protected:
protected:
複製
已複製
複製
已複製
CAI_Component( CAI_BaseNPC *pOuter = NULL )
CAI_Component( CAI_BaseNPC *pOuter = NULL )
;
: m_pOuter(pOuter)
{
}
virtual ~CAI_Component() {}
virtual ~CAI_Component() {}
public:
public:
複製
已複製
複製
已複製
virtual void SetOuter(
CAI_BaseNPC
*pOuter ) { m_pOuter = pOuter; }
virtual void SetOuter(
CBaseCombatCharacter
*pOuter ) { m_pOuter = pOuter; }
複製
已複製
複製
已複製
CAI_BaseNPC * GetOuter()
{ return m_pOuter; }
CAI_BaseNPC * GetOuter()
;
const CAI_BaseNPC * GetOuter() const
{
return m_pOuter;
}
const CAI_BaseNPC * GetOuter() const
;
CBaseCombatCharacter *GetCharacter() {
return m_pOuter;
}
const CBaseCombatCharacter *GetCharacter() const {
return m_pOuter;
}
Hull_t GetHullType() const;
Hull_t GetHullType() const;
float GetHullWidth() const;
float GetHullWidth() const;
float GetHullHeight() const;
float GetHullHeight() const;
const Vector & GetHullMins() const;
const Vector & GetHullMins() const;
const Vector & GetHullMaxs() const;
const Vector & GetHullMaxs() const;
protected:
protected:
//
//
// Common services provided by CAI_BaseNPC, Convenience methods to simplify derived code
// Common services provided by CAI_BaseNPC, Convenience methods to simplify derived code
//
//
edict_t * GetEdict();
edict_t * GetEdict();
const Vector & GetLocalOrigin() const;
const Vector & GetLocalOrigin() const;
void SetLocalOrigin( const Vector &origin );
void SetLocalOrigin( const Vector &origin );
const Vector & GetAbsOrigin() const;
const Vector & GetAbsOrigin() const;
const QAngle& GetAbsAngles() const;
const QAngle& GetAbsAngles() const;
void SetLocalAngles( const QAngle& angles );
void SetLocalAngles( const QAngle& angles );
const QAngle & GetLocalAngles( void ) const;
const QAngle & GetLocalAngles( void ) const;
const Vector& WorldAlignMins() const;
const Vector& WorldAlignMins() const;
const Vector& WorldAlignMaxs() const;
const Vector& WorldAlignMaxs() const;
Vector WorldSpaceCenter() const;
Vector WorldSpaceCenter() const;
int GetCollisionGroup() const;
int GetCollisionGroup() const;
void SetSolid( SolidType_t val );
void SetSolid( SolidType_t val );
SolidType_t GetSolid() const;
SolidType_t GetSolid() const;
float GetGravity() const;
float GetGravity() const;
void SetGravity( float );
void SetGravity( float );
CBaseEntity* GetEnemy();
CBaseEntity* GetEnemy();
const Vector & GetEnemyLKP() const;
const Vector & GetEnemyLKP() const;
void TranslateNavGoal( CBaseEntity *pEnemy, Vector &chasePosition);
void TranslateNavGoal( CBaseEntity *pEnemy, Vector &chasePosition);
CBaseEntity* GetTarget();
CBaseEntity* GetTarget();
void SetTarget( CBaseEntity *pTarget );
void SetTarget( CBaseEntity *pTarget );
const Task_t* GetCurTask( void );
const Task_t* GetCurTask( void );
virtual void TaskFail( AI_TaskFailureCode_t );
virtual void TaskFail( AI_TaskFailureCode_t );
void TaskFail( const char *pszGeneralFailText );
void TaskFail( const char *pszGeneralFailText );
virtual void TaskComplete( bool fIgnoreSetFailedCondition = false );
virtual void TaskComplete( bool fIgnoreSetFailedCondition = false );
int TaskIsRunning();
int TaskIsRunning();
inline int TaskIsComplete();
inline int TaskIsComplete();
Activity GetActivity();
Activity GetActivity();
void SetActivity( Activity NewActivity );
void SetActivity( Activity NewActivity );
float GetIdealSpeed() const;
float GetIdealSpeed() const;
float GetIdealAccel() const;
float GetIdealAccel() const;
int GetSequence();
int GetSequence();
int GetEntFlags() const;
int GetEntFlags() const;
void AddEntFlag( int flags );
void AddEntFlag( int flags );
void RemoveEntFlag( int flagsToRemove );
void RemoveEntFlag( int flagsToRemove );
void ToggleEntFlag( int flagToToggle );
void ToggleEntFlag( int flagToToggle );
void SetGroundEntity( CBaseEntity *ground );
void SetGroundEntity( CBaseEntity *ground );
CBaseEntity* GetGoalEnt();
CBaseEntity* GetGoalEnt();
void SetGoalEnt( CBaseEntity *pGoalEnt );
void SetGoalEnt( CBaseEntity *pGoalEnt );
void Remember( int iMemory );
void Remember( int iMemory );
void Forget( int iMemory );
void Forget( int iMemory );
bool HasMemory( int iMemory );
bool HasMemory( int iMemory );
CAI_Enemies * GetEnemies();
CAI_Enemies * GetEnemies();
const char * GetEntClassname();
const char * GetEntClassname();
int CapabilitiesGet();
int CapabilitiesGet();
float GetLastThink( const char *szContext = NULL );
float GetLastThink( const char *szContext = NULL );
public:
public:
#if defined(new)
#if defined(new)
#error
#error
#endif
#endif
void *operator new( size_t nBytes )
void *operator new( size_t nBytes )
{
{
MEM_ALLOC_CREDIT();
MEM_ALLOC_CREDIT();
void *pResult = MemAlloc_Alloc( nBytes );
void *pResult = MemAlloc_Alloc( nBytes );
memset( pResult, 0, nBytes );
memset( pResult, 0, nBytes );
return pResult;
return pResult;
};
};
void *operator new( size_t nBytes, int nBlockUse, const char *pFileName, int nLine )
void *operator new( size_t nBytes, int nBlockUse, const char *pFileName, int nLine )
{
{
MEM_ALLOC_CREDIT();
MEM_ALLOC_CREDIT();
void *pResult = MemAlloc_Alloc( nBytes, pFileName, nLine );
void *pResult = MemAlloc_Alloc( nBytes, pFileName, nLine );
memset( pResult, 0, nBytes );
memset( pResult, 0, nBytes );
return pResult;
return pResult;
}
}
private:
private:
複製
已複製
複製
已複製
CAI_BaseNPC
*m_pOuter;
CBaseCombatCharacter
*m_pOuter;
};
};
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
template <class NPC_CLASS, class BASE_COMPONENT = CAI_Component>
template <class NPC_CLASS, class BASE_COMPONENT = CAI_Component>
class CAI_ComponentWithOuter : public BASE_COMPONENT
class CAI_ComponentWithOuter : public BASE_COMPONENT
{
{
protected:
protected:
CAI_ComponentWithOuter(NPC_CLASS *pOuter = NULL)
CAI_ComponentWithOuter(NPC_CLASS *pOuter = NULL)
: BASE_COMPONENT(pOuter)
: BASE_COMPONENT(pOuter)
{
{
}
}
public:
public:
// Hides base version
// Hides base version
void SetOuter( NPC_CLASS *pOuter ) { BASE_COMPONENT::SetOuter((CAI_BaseNPC *)pOuter); }
void SetOuter( NPC_CLASS *pOuter ) { BASE_COMPONENT::SetOuter((CAI_BaseNPC *)pOuter); }
NPC_CLASS * GetOuter() { return (NPC_CLASS *)(BASE_COMPONENT::GetOuter()); }
NPC_CLASS * GetOuter() { return (NPC_CLASS *)(BASE_COMPONENT::GetOuter()); }
const NPC_CLASS * GetOuter() const { return (NPC_CLASS *)(BASE_COMPONENT::GetOuter()); }
const NPC_CLASS * GetOuter() const { return (NPC_CLASS *)(BASE_COMPONENT::GetOuter()); }
};
};
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
#define DEFINE_AI_COMPONENT_OUTER( NPC_CLASS ) \
#define DEFINE_AI_COMPONENT_OUTER( NPC_CLASS ) \
void SetOuter( NPC_CLASS *pOuter ) { CAI_Component::SetOuter((CAI_BaseNPC *)pOuter); } \
void SetOuter( NPC_CLASS *pOuter ) { CAI_Component::SetOuter((CAI_BaseNPC *)pOuter); } \
NPC_CLASS * GetOuter() { return (NPC_CLASS *)(CAI_Component::GetOuter()); } \
NPC_CLASS * GetOuter() { return (NPC_CLASS *)(CAI_Component::GetOuter()); } \
const NPC_CLASS * GetOuter() const { return (NPC_CLASS *)(CAI_Component::GetOuter()); }
const NPC_CLASS * GetOuter() const { return (NPC_CLASS *)(CAI_Component::GetOuter()); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
#endif // AI_COMPONENT_H
#endif // AI_COMPONENT_H
複製
已複製
複製
已複製
已保存差異
原始文本
開啟檔案
//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef AI_COMPONENT_H #define AI_COMPONENT_H #if defined( _WIN32 ) #pragma once #endif class CAI_BaseNPC; class CAI_Enemies; typedef int AI_TaskFailureCode_t; struct Task_t; //----------------------------------------------------------------------------- // CAI_Component // // Purpose: Shared functionality of all classes that assume some of the // responsibilities of an owner AI. //----------------------------------------------------------------------------- class CAI_Component { DECLARE_CLASS_NOBASE( CAI_Component ); protected: CAI_Component( CAI_BaseNPC *pOuter = NULL ) : m_pOuter(pOuter) { } virtual ~CAI_Component() {} public: virtual void SetOuter( CAI_BaseNPC *pOuter ) { m_pOuter = pOuter; } CAI_BaseNPC * GetOuter() { return m_pOuter; } const CAI_BaseNPC * GetOuter() const { return m_pOuter; } Hull_t GetHullType() const; float GetHullWidth() const; float GetHullHeight() const; const Vector & GetHullMins() const; const Vector & GetHullMaxs() const; protected: // // Common services provided by CAI_BaseNPC, Convenience methods to simplify derived code // edict_t * GetEdict(); const Vector & GetLocalOrigin() const; void SetLocalOrigin( const Vector &origin ); const Vector & GetAbsOrigin() const; const QAngle& GetAbsAngles() const; void SetLocalAngles( const QAngle& angles ); const QAngle & GetLocalAngles( void ) const; const Vector& WorldAlignMins() const; const Vector& WorldAlignMaxs() const; Vector WorldSpaceCenter() const; int GetCollisionGroup() const; void SetSolid( SolidType_t val ); SolidType_t GetSolid() const; float GetGravity() const; void SetGravity( float ); CBaseEntity* GetEnemy(); const Vector & GetEnemyLKP() const; void TranslateNavGoal( CBaseEntity *pEnemy, Vector &chasePosition); CBaseEntity* GetTarget(); void SetTarget( CBaseEntity *pTarget ); const Task_t* GetCurTask( void ); virtual void TaskFail( AI_TaskFailureCode_t ); void TaskFail( const char *pszGeneralFailText ); virtual void TaskComplete( bool fIgnoreSetFailedCondition = false ); int TaskIsRunning(); inline int TaskIsComplete(); Activity GetActivity(); void SetActivity( Activity NewActivity ); float GetIdealSpeed() const; float GetIdealAccel() const; int GetSequence(); int GetEntFlags() const; void AddEntFlag( int flags ); void RemoveEntFlag( int flagsToRemove ); void ToggleEntFlag( int flagToToggle ); void SetGroundEntity( CBaseEntity *ground ); CBaseEntity* GetGoalEnt(); void SetGoalEnt( CBaseEntity *pGoalEnt ); void Remember( int iMemory ); void Forget( int iMemory ); bool HasMemory( int iMemory ); CAI_Enemies * GetEnemies(); const char * GetEntClassname(); int CapabilitiesGet(); float GetLastThink( const char *szContext = NULL ); public: #if defined(new) #error #endif void *operator new( size_t nBytes ) { MEM_ALLOC_CREDIT(); void *pResult = MemAlloc_Alloc( nBytes ); memset( pResult, 0, nBytes ); return pResult; }; void *operator new( size_t nBytes, int nBlockUse, const char *pFileName, int nLine ) { MEM_ALLOC_CREDIT(); void *pResult = MemAlloc_Alloc( nBytes, pFileName, nLine ); memset( pResult, 0, nBytes ); return pResult; } private: CAI_BaseNPC *m_pOuter; }; //----------------------------------------------------------------------------- template <class NPC_CLASS, class BASE_COMPONENT = CAI_Component> class CAI_ComponentWithOuter : public BASE_COMPONENT { protected: CAI_ComponentWithOuter(NPC_CLASS *pOuter = NULL) : BASE_COMPONENT(pOuter) { } public: // Hides base version void SetOuter( NPC_CLASS *pOuter ) { BASE_COMPONENT::SetOuter((CAI_BaseNPC *)pOuter); } NPC_CLASS * GetOuter() { return (NPC_CLASS *)(BASE_COMPONENT::GetOuter()); } const NPC_CLASS * GetOuter() const { return (NPC_CLASS *)(BASE_COMPONENT::GetOuter()); } }; //----------------------------------------------------------------------------- #define DEFINE_AI_COMPONENT_OUTER( NPC_CLASS ) \ void SetOuter( NPC_CLASS *pOuter ) { CAI_Component::SetOuter((CAI_BaseNPC *)pOuter); } \ NPC_CLASS * GetOuter() { return (NPC_CLASS *)(CAI_Component::GetOuter()); } \ const NPC_CLASS * GetOuter() const { return (NPC_CLASS *)(CAI_Component::GetOuter()); } //----------------------------------------------------------------------------- #endif // AI_COMPONENT_H
更改後文本
開啟檔案
//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef AI_COMPONENT_H #define AI_COMPONENT_H #if defined( _WIN32 ) #pragma once #endif class CAI_BaseNPC; class CAI_Enemies; typedef int AI_TaskFailureCode_t; struct Task_t; //----------------------------------------------------------------------------- // CAI_Component // // Purpose: Shared functionality of all classes that assume some of the // responsibilities of an owner AI. //----------------------------------------------------------------------------- class CAI_Component { DECLARE_CLASS_NOBASE( CAI_Component ); protected: CAI_Component( CAI_BaseNPC *pOuter = NULL ); virtual ~CAI_Component() {} public: virtual void SetOuter( CBaseCombatCharacter *pOuter ) { m_pOuter = pOuter; } CAI_BaseNPC * GetOuter(); const CAI_BaseNPC * GetOuter() const; CBaseCombatCharacter *GetCharacter() { return m_pOuter; } const CBaseCombatCharacter *GetCharacter() const { return m_pOuter; } Hull_t GetHullType() const; float GetHullWidth() const; float GetHullHeight() const; const Vector & GetHullMins() const; const Vector & GetHullMaxs() const; protected: // // Common services provided by CAI_BaseNPC, Convenience methods to simplify derived code // edict_t * GetEdict(); const Vector & GetLocalOrigin() const; void SetLocalOrigin( const Vector &origin ); const Vector & GetAbsOrigin() const; const QAngle& GetAbsAngles() const; void SetLocalAngles( const QAngle& angles ); const QAngle & GetLocalAngles( void ) const; const Vector& WorldAlignMins() const; const Vector& WorldAlignMaxs() const; Vector WorldSpaceCenter() const; int GetCollisionGroup() const; void SetSolid( SolidType_t val ); SolidType_t GetSolid() const; float GetGravity() const; void SetGravity( float ); CBaseEntity* GetEnemy(); const Vector & GetEnemyLKP() const; void TranslateNavGoal( CBaseEntity *pEnemy, Vector &chasePosition); CBaseEntity* GetTarget(); void SetTarget( CBaseEntity *pTarget ); const Task_t* GetCurTask( void ); virtual void TaskFail( AI_TaskFailureCode_t ); void TaskFail( const char *pszGeneralFailText ); virtual void TaskComplete( bool fIgnoreSetFailedCondition = false ); int TaskIsRunning(); inline int TaskIsComplete(); Activity GetActivity(); void SetActivity( Activity NewActivity ); float GetIdealSpeed() const; float GetIdealAccel() const; int GetSequence(); int GetEntFlags() const; void AddEntFlag( int flags ); void RemoveEntFlag( int flagsToRemove ); void ToggleEntFlag( int flagToToggle ); void SetGroundEntity( CBaseEntity *ground ); CBaseEntity* GetGoalEnt(); void SetGoalEnt( CBaseEntity *pGoalEnt ); void Remember( int iMemory ); void Forget( int iMemory ); bool HasMemory( int iMemory ); CAI_Enemies * GetEnemies(); const char * GetEntClassname(); int CapabilitiesGet(); float GetLastThink( const char *szContext = NULL ); public: #if defined(new) #error #endif void *operator new( size_t nBytes ) { MEM_ALLOC_CREDIT(); void *pResult = MemAlloc_Alloc( nBytes ); memset( pResult, 0, nBytes ); return pResult; }; void *operator new( size_t nBytes, int nBlockUse, const char *pFileName, int nLine ) { MEM_ALLOC_CREDIT(); void *pResult = MemAlloc_Alloc( nBytes, pFileName, nLine ); memset( pResult, 0, nBytes ); return pResult; } private: CBaseCombatCharacter *m_pOuter; }; //----------------------------------------------------------------------------- template <class NPC_CLASS, class BASE_COMPONENT = CAI_Component> class CAI_ComponentWithOuter : public BASE_COMPONENT { protected: CAI_ComponentWithOuter(NPC_CLASS *pOuter = NULL) : BASE_COMPONENT(pOuter) { } public: // Hides base version void SetOuter( NPC_CLASS *pOuter ) { BASE_COMPONENT::SetOuter((CAI_BaseNPC *)pOuter); } NPC_CLASS * GetOuter() { return (NPC_CLASS *)(BASE_COMPONENT::GetOuter()); } const NPC_CLASS * GetOuter() const { return (NPC_CLASS *)(BASE_COMPONENT::GetOuter()); } }; //----------------------------------------------------------------------------- #define DEFINE_AI_COMPONENT_OUTER( NPC_CLASS ) \ void SetOuter( NPC_CLASS *pOuter ) { CAI_Component::SetOuter((CAI_BaseNPC *)pOuter); } \ NPC_CLASS * GetOuter() { return (NPC_CLASS *)(CAI_Component::GetOuter()); } \ const NPC_CLASS * GetOuter() const { return (NPC_CLASS *)(CAI_Component::GetOuter()); } //----------------------------------------------------------------------------- #endif // AI_COMPONENT_H
尋找差異