Yeah go Dyn, then in a few years put the engine (stripped somewhat) on
the net for 100$ :)


-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Persuter
Sent: Friday, June 07, 2002 7:40 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Confusing bit of code in the HL AI


Either that or they're about to get a Dynamix pulled on them.


Persuter

Always look on the briiiiighter side of life

> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED]] On Behalf Of Tim Holt
> Sent: Thursday, June 06, 2002 11:19 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Confusing bit of code in the HL AI
>
> --
> [ Picked text/plain from multipart/alternative ]
> 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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archives,
> >>please visit:
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> >>_______________________________________________
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> >>
> >>
> >>
> >_______________________________________________
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> please visit:
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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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