And that too.

-----Original Message-----
From: Leon Hartwig [mailto:[EMAIL PROTECTED]]
Sent: Thursday, June 06, 2002 6:30 PM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlcoders] Confusing bit of code in the HL AI


ASSERT() in the HL SDK will actually just print a message to the console
(when your have compiled in Debug mode), such as:

ASSERT FAILED: <whatever>


> -----Original Message-----
> From: Adrian Finol [mailto:[EMAIL PROTECTED]]
> Sent: Thursday, June 06, 2002 6:27 PM
> To: '[EMAIL PROTECTED]'
> Subject: RE: [hlcoders] Confusing bit of code in the HL AI
>
>
>  That code sets the COND_ENEMY_OCCLUDE flag if the enemy is
> NOT visible.
> Hence the !FVisible. If it's visible, then it removes the flag.
>
>  Assert is a debug function, it will break (stop) the debugger if the
> condition passed is not met.
>
> -----Original Message-----
> From: geoff c [mailto:[EMAIL PROTECTED]]
> Sent: Thursday, June 06, 2002 6:22 PM
> To: [EMAIL PROTECTED]
> Subject: [hlcoders] Confusing bit of code in the HL AI
>
>
> ladies and gentlemen of the jury, please direct your attention towards
> monsters.cpp, line 1065:
>       if ( !FVisible( pEnemy ) )
>       {
>               ASSERT(!HasConditions(bits_COND_SEE_ENEMY));
>               SetConditions( bits_COND_ENEMY_OCCLUDED );
>       }
>       else
>               ClearConditions( bits_COND_ENEMY_OCCLUDED );
>
> I looked up the definition for ASSERT, which was #define ASSERT(f) . I
> don't know what that does so it scares me.
>
> Am I correct in guessing that the above snippet of code checks (if the
> enemy is visible) if the monster currently sees the enemy,
> and if so, turns
> COND_ENEMY_OCCLUDED on? And what would that be used for, and why?
>
> AI confuses me.
>
> -geoff c
>
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