Fix gcc 9/10 & mapbase build errors

This commit is contained in:
Alexander 'z33ky' Hirsch
2020-06-14 10:39:08 +02:00
parent 4d45c32be9
commit 9d0f5197bd
33 changed files with 267 additions and 204 deletions

View File

@@ -56,19 +56,6 @@ string_t gm_isz_name_activator;
// -------------------------------------------------------------
// Does the classname of this entity match the string_t?
//
// This function is for comparing global strings and allows us to change how we compare them quickly.
inline bool EntIsClass( CBaseEntity *ent, string_t str2 )
{
//return ent->ClassMatches(str2);
// Since classnames are pooled, the global string and the entity's classname should point to the same string in memory.
// As long as this rule is preserved, we only need a pointer comparison. A string comparison isn't necessary.
// Feel free to correct me if I'm disastrously wrong.
return ent->m_iClassname == str2;
}
// We know it hasn't been allocated yet
#define INITIALIZE_GLOBAL_STRING(string, text) string = AllocPooledString(text) //SetGlobalString(string, text)

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@@ -5,6 +5,12 @@
// $NoKeywords: $
//=============================================================================
#ifndef MAPBASE_GLOBAL_STRINGS_H
#define MAPBASE_GLOBAL_STRINGS_H
#ifdef _WIN32
#pragma once
#endif
#include "cbase.h"
// -------------------------------------------------------------
@@ -67,10 +73,20 @@ extern string_t gm_isz_name_activator;
// Does the classname of this entity match the string_t?
//
// This function is for comparing global strings and allows us to change how we compare them quickly.
extern bool EntIsClass( CBaseEntity *ent, string_t str2 );
inline bool EntIsClass( CBaseEntity *ent, string_t str2 )
{
//return ent->ClassMatches(str2);
// Since classnames are pooled, the global string and the entity's classname should point to the same string in memory.
// As long as this rule is preserved, we only need a pointer comparison. A string comparison isn't necessary.
// Feel free to correct me if I'm disastrously wrong.
return ent->m_iClassname == str2;
}
// -------------------------------------------------------------
extern void InitGlobalStrings();
void InitGlobalStrings();
// -------------------------------------------------------------
#endif

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@@ -72,7 +72,7 @@ void CV_GlobalChange_Mapbase( IConVar *var, const char *pOldString, float flOldV
//-----------------------------------------------------------------------------
void CC_MapbaseNotChangingCVars( void )
{
SetChangingCVars( false );
SetChangingCVars( NULL );
}
static ConCommand mapbase_cvarsnotchanging("mapbase_cvarsnotchanging", CC_MapbaseNotChangingCVars, "An internal command used for ConVar modification.", FCVAR_HIDDEN);

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@@ -91,6 +91,7 @@ template <class BASE_NPC>
class CAI_GrenadeUser : public BASE_NPC, public CAI_GrenadeUserSink
{
DECLARE_CLASS_NOFRIEND( CAI_GrenadeUser, BASE_NPC );
public:
CAI_GrenadeUser() : CAI_GrenadeUserSink() { }
@@ -162,8 +163,8 @@ void CAI_GrenadeUser<BASE_NPC>::HandleAnimEvent( animevent_t *pEvent )
{
if ( pEvent->event == COMBINE_AE_BEGIN_ALTFIRE )
{
if (GetActiveWeapon())
GetActiveWeapon()->WeaponSound( SPECIAL1 );
if (this->GetActiveWeapon())
this->GetActiveWeapon()->WeaponSound( SPECIAL1 );
//SpeakIfAllowed( TLK_CMB_THROWGRENADE, "altfire:1" );
return;
@@ -176,8 +177,8 @@ void CAI_GrenadeUser<BASE_NPC>::HandleAnimEvent( animevent_t *pEvent )
fakeEvent.event = EVENT_WEAPON_AR2_ALTFIRE;
// Weapon could've been dropped while playing animation
if (GetActiveWeapon())
GetActiveWeapon()->Operator_HandleAnimEvent( &fakeEvent, this );
if (this->GetActiveWeapon())
this->GetActiveWeapon()->Operator_HandleAnimEvent( &fakeEvent, this );
// Stop other squad members from combine balling for a while.
DelaySquadAltFireAttack( 10.0f );
@@ -195,25 +196,25 @@ void CAI_GrenadeUser<BASE_NPC>::HandleAnimEvent( animevent_t *pEvent )
vecSpin.z = random->RandomFloat( -1000.0, 1000.0 );
Vector vecStart;
GetAttachment( GetGrenadeAttachment(), vecStart );
this->GetAttachment( GetGrenadeAttachment(), vecStart );
if( m_NPCState == NPC_STATE_SCRIPT )
if( this->GetState() == NPC_STATE_SCRIPT )
{
// Use a fixed velocity for grenades thrown in scripted state.
// Grenades thrown from a script do not count against grenades remaining for the AI to use.
Vector forward, up, vecThrow;
GetVectors( &forward, NULL, &up );
this->GetVectors( &forward, NULL, &up );
vecThrow = forward * 750 + up * 175;
// This code is used by player allies now, so it's only "combine spawned" if the thrower isn't allied with the player.
CBaseEntity *pGrenade = Fraggrenade_Create( vecStart, vec3_angle, vecThrow, vecSpin, this, COMBINE_GRENADE_TIMER, !IsPlayerAlly() );
CBaseEntity *pGrenade = Fraggrenade_Create( vecStart, vec3_angle, vecThrow, vecSpin, this, COMBINE_GRENADE_TIMER, !this->IsPlayerAlly() );
m_OnThrowGrenade.Set(pGrenade, pGrenade, this);
}
else
{
// Use the Velocity that AI gave us.
CBaseEntity *pGrenade = Fraggrenade_Create( vecStart, vec3_angle, m_vecTossVelocity, vecSpin, this, COMBINE_GRENADE_TIMER, !IsPlayerAlly() );
CBaseEntity *pGrenade = Fraggrenade_Create( vecStart, vec3_angle, m_vecTossVelocity, vecSpin, this, COMBINE_GRENADE_TIMER, !this->IsPlayerAlly() );
m_OnThrowGrenade.Set(pGrenade, pGrenade, this);
AddGrenades(-1, pGrenade);
}
@@ -235,20 +236,20 @@ template <class BASE_NPC>
void CAI_GrenadeUser<BASE_NPC>::InputThrowGrenadeAtTarget( inputdata_t &inputdata )
{
// Ignore if we're inside a scripted sequence
if ( m_NPCState == NPC_STATE_SCRIPT && m_hCine )
if ( this->GetState() == NPC_STATE_SCRIPT && this->m_hCine )
return;
CBaseEntity *pEntity = gEntList.FindEntityByName( NULL, inputdata.value.String(), this, inputdata.pActivator, inputdata.pCaller );
if ( !pEntity )
{
DevMsg("%s (%s) received ThrowGrenadeAtTarget input, but couldn't find target entity '%s'\n", GetClassname(), GetDebugName(), inputdata.value.String() );
DevMsg("%s (%s) received ThrowGrenadeAtTarget input, but couldn't find target entity '%s'\n", this->GetClassname(), this->GetDebugName(), inputdata.value.String() );
return;
}
m_hForcedGrenadeTarget = pEntity;
m_flNextGrenadeCheck = 0;
ClearSchedule( "Told to throw grenade via input" );
this->ClearSchedule( "Told to throw grenade via input" );
}
//-----------------------------------------------------------------------------
@@ -262,33 +263,33 @@ bool CAI_GrenadeUser<BASE_NPC>::CanAltFireEnemy( bool bUseFreeKnowledge )
if (!IsAltFireCapable())
return false;
if (!GetActiveWeapon())
if (!this->GetActiveWeapon())
return false;
if (IsCrouching())
if (this->IsCrouching())
return false;
if ( gpGlobals->curtime < m_flNextAltFireTime || gpGlobals->curtime < m_flNextGrenadeCheck )
return false;
if( !GetEnemy() )
if( !this->GetEnemy() )
return false;
if (!EntIsClass(GetActiveWeapon(), gm_isz_class_AR2) && !EntIsClass(GetActiveWeapon(), gm_isz_class_SMG1))
if (!EntIsClass(this->GetActiveWeapon(), gm_isz_class_AR2) && !EntIsClass(this->GetActiveWeapon(), gm_isz_class_SMG1))
return false;
CBaseEntity *pEnemy = GetEnemy();
CBaseEntity *pEnemy = this->GetEnemy();
Vector vecTarget;
// Determine what point we're shooting at
if( bUseFreeKnowledge )
{
vecTarget = GetEnemies()->LastKnownPosition( pEnemy ) + (pEnemy->GetViewOffset()*0.75);// approximates the chest
vecTarget = this->GetEnemies()->LastKnownPosition( pEnemy ) + (pEnemy->GetViewOffset()*0.75);// approximates the chest
}
else
{
vecTarget = GetEnemies()->LastSeenPosition( pEnemy ) + (pEnemy->GetViewOffset()*0.75);// approximates the chest
vecTarget = this->GetEnemies()->LastSeenPosition( pEnemy ) + (pEnemy->GetViewOffset()*0.75);// approximates the chest
}
// Trace a hull about the size of the combine ball (don't shoot through grates!)
@@ -297,11 +298,11 @@ bool CAI_GrenadeUser<BASE_NPC>::CanAltFireEnemy( bool bUseFreeKnowledge )
Vector mins( -12, -12, -12 );
Vector maxs( 12, 12, 12 );
Vector vShootPosition = EyePosition();
Vector vShootPosition = this->EyePosition();
if ( GetActiveWeapon() )
if ( this->GetActiveWeapon() )
{
GetActiveWeapon()->GetAttachment( "muzzle", vShootPosition );
this->GetActiveWeapon()->GetAttachment( "muzzle", vShootPosition );
}
// Trace a hull about the size of the combine ball.
@@ -350,7 +351,8 @@ void CAI_GrenadeUser<BASE_NPC>::DelaySquadAltFireAttack( float flDelay )
DelayAltFireAttack( flDelay );
AISquadIter_t iter;
CAI_BaseNPC *pSquadmate = m_pSquad ? m_pSquad->GetFirstMember( &iter ) : NULL;
CAI_Squad *pSquad = this->GetSquad();
CAI_BaseNPC *pSquadmate = pSquad ? pSquad->GetFirstMember( &iter ) : NULL;
while ( pSquadmate )
{
CAI_GrenadeUser *pUser = dynamic_cast<CAI_GrenadeUser*>(pSquadmate);
@@ -359,7 +361,7 @@ void CAI_GrenadeUser<BASE_NPC>::DelaySquadAltFireAttack( float flDelay )
pUser->DelayAltFireAttack( flDelay );
}
pSquadmate = m_pSquad->GetNextMember( &iter );
pSquadmate = pSquad->GetNextMember( &iter );
}
}
@@ -368,25 +370,25 @@ void CAI_GrenadeUser<BASE_NPC>::DelaySquadAltFireAttack( float flDelay )
template <class BASE_NPC>
bool CAI_GrenadeUser<BASE_NPC>::CanGrenadeEnemy( bool bUseFreeKnowledge )
{
CBaseEntity *pEnemy = GetEnemy();
CBaseEntity *pEnemy = this->GetEnemy();
Assert( pEnemy != NULL );
if( pEnemy )
{
// I'm not allowed to throw grenades during dustoff
if ( IsCurSchedule(SCHED_DROPSHIP_DUSTOFF) )
if ( this->IsCurSchedule(SCHED_DROPSHIP_DUSTOFF) )
return false;
if( bUseFreeKnowledge )
{
// throw to where we think they are.
return CanThrowGrenade( GetEnemies()->LastKnownPosition( pEnemy ) );
return CanThrowGrenade( this->GetEnemies()->LastKnownPosition( pEnemy ) );
}
else
{
// hafta throw to where we last saw them.
return CanThrowGrenade( GetEnemies()->LastSeenPosition( pEnemy ) );
return CanThrowGrenade( this->GetEnemies()->LastSeenPosition( pEnemy ) );
}
}
@@ -421,7 +423,7 @@ bool CAI_GrenadeUser<BASE_NPC>::CanThrowGrenade( const Vector &vecTarget )
}
float flDist;
flDist = ( vecTarget - GetAbsOrigin() ).Length();
flDist = ( vecTarget - this->GetAbsOrigin() ).Length();
if( flDist > 1024 || flDist < 128 )
{
@@ -433,15 +435,16 @@ bool CAI_GrenadeUser<BASE_NPC>::CanThrowGrenade( const Vector &vecTarget )
// -----------------------
// If moving, don't check.
// -----------------------
if ( m_flGroundSpeed != 0 )
if ( this->m_flGroundSpeed != 0 )
return false;
// ---------------------------------------------------------------------
// Are any of my squad members near the intended grenade impact area?
// ---------------------------------------------------------------------
if ( m_pSquad )
CAI_Squad *pSquad = this->GetSquad();
if ( pSquad )
{
if (m_pSquad->SquadMemberInRange( vecTarget, COMBINE_MIN_GRENADE_CLEAR_DIST ))
if (pSquad->SquadMemberInRange( vecTarget, COMBINE_MIN_GRENADE_CLEAR_DIST ))
{
// crap, I might blow my own guy up. Don't throw a grenade and don't check again for a while.
m_flNextGrenadeCheck = gpGlobals->curtime + 1; // one full second.
@@ -464,7 +467,7 @@ bool CAI_GrenadeUser<BASE_NPC>::CanThrowGrenade( const Vector &vecTarget )
template <class BASE_NPC>
bool CAI_GrenadeUser<BASE_NPC>::CheckCanThrowGrenade( const Vector &vecTarget )
{
//NDebugOverlay::Line( EyePosition(), vecTarget, 0, 255, 0, false, 5 );
//NDebugOverlay::Line( this->EyePosition(), vecTarget, 0, 255, 0, false, 5 );
// ---------------------------------------------------------------------
// Check that throw is legal and clear
@@ -473,21 +476,21 @@ bool CAI_GrenadeUser<BASE_NPC>::CheckCanThrowGrenade( const Vector &vecTarget )
Vector vecToss;
Vector vecMins = -Vector(4,4,4);
Vector vecMaxs = Vector(4,4,4);
if( FInViewCone( vecTarget ) && CBaseEntity::FVisible( vecTarget ) )
if( this->FInViewCone( vecTarget ) && CBaseEntity::FVisible( vecTarget ) )
{
vecToss = VecCheckThrow( this, EyePosition(), vecTarget, COMBINE_GRENADE_THROW_SPEED, 1.0, &vecMins, &vecMaxs );
vecToss = VecCheckThrow( this, this->EyePosition(), vecTarget, COMBINE_GRENADE_THROW_SPEED, 1.0, &vecMins, &vecMaxs );
}
else
{
// Have to try a high toss. Do I have enough room?
trace_t tr;
AI_TraceLine( EyePosition(), EyePosition() + Vector( 0, 0, 64 ), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
AI_TraceLine( this->EyePosition(), this->EyePosition() + Vector( 0, 0, 64 ), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
if( tr.fraction != 1.0 )
{
return false;
}
vecToss = VecCheckToss( this, EyePosition(), vecTarget, -1, 1.0, true, &vecMins, &vecMaxs );
vecToss = VecCheckToss( this, this->EyePosition(), vecTarget, -1, 1.0, true, &vecMins, &vecMaxs );
}
if ( vecToss != vec3_origin )
@@ -518,7 +521,7 @@ bool CAI_GrenadeUser<BASE_NPC>::CheckCanThrowGrenade( const Vector &vecTarget )
template <class BASE_NPC>
void CAI_GrenadeUser<BASE_NPC>::ClearAttackConditions()
{
bool fCanRangeAttack2 = IsGrenadeCapable() && HasCondition( COND_CAN_RANGE_ATTACK2 );
bool fCanRangeAttack2 = IsGrenadeCapable() && this->HasCondition( COND_CAN_RANGE_ATTACK2 );
// Call the base class.
BaseClass::ClearAttackConditions();
@@ -527,7 +530,7 @@ void CAI_GrenadeUser<BASE_NPC>::ClearAttackConditions()
{
// We don't allow the base class to clear this condition because we
// don't sense for it every frame.
SetCondition( COND_CAN_RANGE_ATTACK2 );
this->SetCondition( COND_CAN_RANGE_ATTACK2 );
}
}
@@ -537,8 +540,8 @@ void CAI_GrenadeUser<BASE_NPC>::ClearAttackConditions()
template <class BASE_NPC>
void CAI_GrenadeUser<BASE_NPC>::StartTask_FaceAltFireTarget( const Task_t *pTask )
{
SetIdealActivity( (Activity)(int)pTask->flTaskData );
GetMotor()->SetIdealYawToTargetAndUpdate( m_vecAltFireTarget, AI_KEEP_YAW_SPEED );
this->SetIdealActivity( (Activity)(int)pTask->flTaskData );
this->GetMotor()->SetIdealYawToTargetAndUpdate( m_vecAltFireTarget, AI_KEEP_YAW_SPEED );
}
template <class BASE_NPC>
@@ -546,7 +549,7 @@ void CAI_GrenadeUser<BASE_NPC>::StartTask_GetPathToForced( const Task_t *pTask )
{
if ( !m_hForcedGrenadeTarget )
{
TaskFail(FAIL_NO_ENEMY);
this->TaskFail(FAIL_NO_ENEMY);
return;
}
@@ -559,47 +562,48 @@ void CAI_GrenadeUser<BASE_NPC>::StartTask_GetPathToForced( const Task_t *pTask )
Vector posLos;
bool found = false;
if ( GetTacticalServices()->FindLateralLos( vecEnemyEye, &posLos ) )
if ( this->GetTacticalServices()->FindLateralLos( vecEnemyEye, &posLos ) )
{
float dist = ( posLos - vecEnemyEye ).Length();
if ( dist < flMaxRange && dist > flMinRange )
found = true;
}
if ( !found && GetTacticalServices()->FindLos( vecEnemy, vecEnemyEye, flMinRange, flMaxRange, 1.0, &posLos ) )
if ( !found && this->GetTacticalServices()->FindLos( vecEnemy, vecEnemyEye, flMinRange, flMaxRange, 1.0, &posLos ) )
{
found = true;
}
if ( !found )
{
TaskFail( FAIL_NO_SHOOT );
this->TaskFail( FAIL_NO_SHOOT );
}
else
{
// else drop into run task to offer an interrupt
m_vInterruptSavePosition = posLos;
this->m_vInterruptSavePosition = posLos;
}
}
template <class BASE_NPC>
void CAI_GrenadeUser<BASE_NPC>::StartTask_DeferSquad( const Task_t *pTask )
{
if ( m_pSquad )
CAI_Squad *pSquad = this->GetSquad();
if ( pSquad )
{
// iterate my squad and stop everyone from throwing grenades for a little while.
AISquadIter_t iter;
CAI_BaseNPC *pSquadmate = m_pSquad ? m_pSquad->GetFirstMember( &iter ) : NULL;
CAI_BaseNPC *pSquadmate = pSquad ? pSquad->GetFirstMember( &iter ) : NULL;
while ( pSquadmate )
{
pSquadmate->DelayGrenadeCheck(5);
pSquadmate = m_pSquad->GetNextMember( &iter );
pSquadmate = pSquad->GetNextMember( &iter );
}
}
TaskComplete();
this->TaskComplete();
}
//-----------------------------------------------------------------------------
@@ -607,14 +611,14 @@ void CAI_GrenadeUser<BASE_NPC>::StartTask_DeferSquad( const Task_t *pTask )
template <class BASE_NPC>
void CAI_GrenadeUser<BASE_NPC>::RunTask_FaceAltFireTarget( const Task_t *pTask )
{
GetMotor()->SetIdealYawToTargetAndUpdate( m_vecAltFireTarget, AI_KEEP_YAW_SPEED );
this->GetMotor()->SetIdealYawToTargetAndUpdate( m_vecAltFireTarget, AI_KEEP_YAW_SPEED );
// New Mapbase thing that fixes forced alt-fires not changing weapon yaw/pitch
SetAim( m_vecAltFireTarget - Weapon_ShootPosition() );
this->SetAim( m_vecAltFireTarget - this->Weapon_ShootPosition() );
if (IsActivityFinished())
if (this->IsActivityFinished())
{
TaskComplete();
this->TaskComplete();
}
}
@@ -623,23 +627,23 @@ void CAI_GrenadeUser<BASE_NPC>::RunTask_GetPathToForced( const Task_t *pTask )
{
if ( !m_hForcedGrenadeTarget )
{
TaskFail(FAIL_NO_ENEMY);
this->TaskFail(FAIL_NO_ENEMY);
return;
}
if ( GetTaskInterrupt() > 0 )
if ( this->GetTaskInterrupt() > 0 )
{
ClearTaskInterrupt();
this->ClearTaskInterrupt();
Vector vecEnemy = m_hForcedGrenadeTarget->GetAbsOrigin();
AI_NavGoal_t goal( m_vInterruptSavePosition, ACT_RUN, AIN_HULL_TOLERANCE );
AI_NavGoal_t goal( this->m_vInterruptSavePosition, ACT_RUN, AIN_HULL_TOLERANCE );
GetNavigator()->SetGoal( goal, AIN_CLEAR_TARGET );
GetNavigator()->SetArrivalDirection( vecEnemy - goal.dest );
this->GetNavigator()->SetGoal( goal, AIN_CLEAR_TARGET );
this->GetNavigator()->SetArrivalDirection( vecEnemy - goal.dest );
}
else
{
TaskInterrupt();
this->TaskInterrupt();
}
}
@@ -647,11 +651,11 @@ template <class BASE_NPC>
void CAI_GrenadeUser<BASE_NPC>::RunTask_FaceTossDir( const Task_t *pTask )
{
// project a point along the toss vector and turn to face that point.
GetMotor()->SetIdealYawToTargetAndUpdate( GetLocalOrigin() + m_vecTossVelocity * 64, AI_KEEP_YAW_SPEED );
this->GetMotor()->SetIdealYawToTargetAndUpdate( this->GetLocalOrigin() + m_vecTossVelocity * 64, AI_KEEP_YAW_SPEED );
if ( FacingIdeal() )
if ( this->FacingIdeal() )
{
TaskComplete( true );
this->TaskComplete( true );
}
}

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@@ -119,11 +119,11 @@ public:
#if AI_MONITOR_USE_UTLVECTOR
inline void SetCondition( int iCondition ) { m_Conditions.HasElement(iCondition) ? NULL : m_Conditions.AddToTail(iCondition); }
inline void ClearCondition( int iCondition ) { m_Conditions.FindAndRemove(iCondition); }
inline bool HasCondition( int iCondition ) { m_Conditions.HasElement(iCondition); }
inline bool HasCondition( int iCondition ) { return m_Conditions.HasElement(iCondition); }
#else
inline void SetCondition( int iCondition ) { m_Conditions.Set(iCondition); }
inline void ClearCondition( int iCondition ) { m_Conditions.Clear(iCondition); }
inline bool HasCondition( int iCondition ) { m_Conditions.IsBitSet(iCondition); }
inline bool HasCondition( int iCondition ) { return m_Conditions.IsBitSet(iCondition); }
#endif
static int GetConditionID(const char* condName) { return CAI_BaseNPC::GetSchedulingSymbols()->ConditionSymbolToId(condName); }
@@ -150,11 +150,11 @@ public:
#if AI_MONITOR_USE_UTLVECTOR
inline void SetSchedule( int iSchedule ) { m_Schedules.HasElement(iSchedule) ? NULL : m_Schedules.AddToTail(iSchedule); }
inline void ClearSchedule( int iSchedule ) { m_Schedules.FindAndRemove(iSchedule); }
inline bool HasSchedule( int iSchedule ) { m_Schedules.HasElement(iSchedule); }
inline bool HasSchedule( int iSchedule ) { return m_Schedules.HasElement(iSchedule); }
#else
inline void SetSchedule( int iSchedule ) { m_Schedules.Set(iSchedule); }
inline void ClearSchedule( int iSchedule ) { m_Schedules.Clear(iSchedule); }
inline bool HasSchedule( int iSchedule ) { m_Schedules.IsBitSet(iSchedule); }
inline bool HasSchedule( int iSchedule ) { return m_Schedules.IsBitSet(iSchedule); }
#endif
static int GetScheduleID(const char* schedName) { return CAI_BaseNPC::GetSchedulingSymbols()->ScheduleSymbolToId(schedName); }
@@ -179,7 +179,7 @@ public:
inline void SetHint( int iHint ) { m_Hints.HasElement(iHint) ? NULL : m_Hints.AddToTail(iHint); }
inline void ClearHint( int iHint ) { m_Hints.FindAndRemove(iHint); }
inline bool HasHint( int iHint ) { m_Hints.HasElement(iHint); }
inline bool HasHint( int iHint ) { return m_Hints.HasElement(iHint); }
// Only register a hint as "being used" when the NPC is this distance away or less
float m_flDistanceFromHint;

View File

@@ -20,7 +20,7 @@ private:
// Used by gamerules to fire OnSkillChanged.
// Passes the level it changed to as well.
void InputSkillLevelChanged(inputdata_t &inputdata) { m_bListeningForSkillChanges ? m_OnSkillChanged.Set(inputdata.value.Int(), inputdata.pActivator, this) : 0; }
void InputSkillLevelChanged(inputdata_t &inputdata) { m_bListeningForSkillChanges ? m_OnSkillChanged.Set(inputdata.value.Int(), inputdata.pActivator, this) : (void)0; }
COutputInt m_OnSkillChanged;
COutputEvent m_OnEasy;