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Hmm, must be getting really close to next HL release, the Valve coders
are posting responses, which means they have time to look on the forums :^)

Adrian Finol wrote:

> 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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>>
>>
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>
>

--
I think...I think it's in my basement. Let me go upstairs and check. -M.C. Escher


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