本文整理汇总了C++中GetDebugName函数的典型用法代码示例。如果您正苦于以下问题:C++ GetDebugName函数的具体用法?C++ GetDebugName怎么用?C++ GetDebugName使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了GetDebugName函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: TEXT
void AAIController::GrabDebugSnapshot(FVisualLogEntry* Snapshot) const
{
FVisualLogStatusCategory MyCategory;
MyCategory.Category = TEXT("AI Controller");
MyCategory.Add(TEXT("Pawn"), GetNameSafe(GetPawn()));
AActor* FocusActor = GetFocusActor();
MyCategory.Add(TEXT("Focus"), GetDebugName(FocusActor));
if (FocusActor == nullptr)
{
MyCategory.Add(TEXT("Focus Location"), TEXT_AI_LOCATION(GetFocalPoint()));
}
Snapshot->Status.Add(MyCategory);
if (GetPawn())
{
Snapshot->Location = GetPawn()->GetActorLocation();
}
if (PathFollowingComponent)
{
PathFollowingComponent->DescribeSelfToVisLog(Snapshot);
}
if (BrainComponent != NULL)
{
BrainComponent->DescribeSelfToVisLog(Snapshot);
}
if (PerceptionComponent != NULL)
{
PerceptionComponent->DescribeSelfToVisLog(Snapshot);
}
}
示例2: GetNextTarget
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CPointTeleport::Activate( void )
{
CBaseEntity *pTarget = GetNextTarget();
if (pTarget)
{
if ( pTarget->GetMoveParent() != NULL )
{
Warning("ERROR: (%s) can't teleport object (%s) as it has a parent!\n",GetDebugName(),pTarget->GetDebugName());
return;
}
if (m_spawnflags & SF_TELEPORT_TO_SPAWN_POS)
{
m_vSaveOrigin = pTarget->GetAbsOrigin();
m_vSaveAngles = pTarget->GetAbsAngles();
}
else
{
m_vSaveOrigin = GetAbsOrigin();
m_vSaveAngles = GetAbsAngles();
}
}
else
{
Warning("ERROR: (%s) given no target. Deleting.\n",GetDebugName());
UTIL_Remove(this);
return;
}
BaseClass::Activate();
}
示例3: DevWarning
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAI_Relationship::Spawn()
{
m_bIsActive = false;
if (m_iszSubject == NULL_STRING)
{
DevWarning("ai_relationship '%s' with no subject specified, removing.\n", GetDebugName());
UTIL_Remove(this);
}
else if (m_target == NULL_STRING)
{
DevWarning("ai_relationship '%s' with no target specified, removing.\n", GetDebugName());
UTIL_Remove(this);
}
}
示例4: SetThink
//---------------------------------------------------------
//---------------------------------------------------------
void CAI_RadialLinkController::Activate()
{
BaseClass::Activate();
m_bAtRest = false;
m_vecAtRestOrigin = vec3_invalid;
// Force re-evaluation
SetThink( &CAI_RadialLinkController::PollMotionThink );
// Spread think times out.
SetNextThink( gpGlobals->curtime + random->RandomFloat( 0.0f, 1.0f) );
if( GetParent() != NULL )
{
float flDist = GetAbsOrigin().DistTo( GetParent()->GetAbsOrigin() );
if( flDist > 200.0f )
{
// Warn at the console if a link controller is far away from its parent. This
// most likely means that a level designer has copied an entity without researching its hierarchy.
DevMsg("RadialLinkController (%s) is far from its parent!\n", GetDebugName() );
}
}
}
示例5: cbMessageBox
//------------------------------------------------------------------------------
void WizCompilerPanel::OnPageChanging(wxWizardEvent& event)
{
if (event.GetDirection() != 0) // !=0 forward, ==0 backward
{
if (GetCompilerID().IsEmpty())
{
cbMessageBox(_("You must select a compiler for your project..."), _("Error"), wxICON_ERROR, GetParent());
event.Veto();
return;
}
if (m_AllowConfigChange && !GetWantDebug() && !GetWantRelease())
{
cbMessageBox(_("You must select at least one configuration..."), _("Error"), wxICON_ERROR, GetParent());
event.Veto();
return;
}
if (m_AllowConfigChange)
{
ConfigManager* cfg = Manager::Get()->GetConfigManager(_T("scripts"));
cfg->Write(_T("/generic_wizard/want_debug"), (bool)GetWantDebug());
cfg->Write(_T("/generic_wizard/debug_name"), GetDebugName());
cfg->Write(_T("/generic_wizard/debug_output"), GetDebugOutputDir());
cfg->Write(_T("/generic_wizard/debug_objects_output"), GetDebugObjectOutputDir());
cfg->Write(_T("/generic_wizard/want_release"), (bool)GetWantRelease());
cfg->Write(_T("/generic_wizard/release_name"), GetReleaseName());
cfg->Write(_T("/generic_wizard/release_output"), GetReleaseOutputDir());
cfg->Write(_T("/generic_wizard/release_objects_output"), GetReleaseObjectOutputDir());
}
}
WizPageBase::OnPageChanging(event); // let the base class handle it too
}
示例6: DevMsg
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_OperatorGoal::EnableGoal( CAI_BaseNPC *pAI )
{
CAI_OperatorBehavior *pBehavior;
if ( !pAI->GetBehavior( &pBehavior ) )
{
return;
}
CBaseEntity *pPosition = gEntList.FindEntityByName(NULL, m_target);
if( !pPosition )
{
DevMsg("ai_goal_operator called %s with invalid position ent!\n", GetDebugName() );
return;
}
CBaseEntity *pContextTarget = NULL;
if( m_iszContextTarget != NULL_STRING )
{
pContextTarget = gEntList.FindEntityByName( NULL, m_iszContextTarget );
}
pBehavior->SetParameters(this, pPosition, pContextTarget);
}
示例7: DevMsg
//-----------------------------------------------------------------------------
// Purpose: Called after all entities have spawned on new map or savegame load.
//-----------------------------------------------------------------------------
void CPointAngleSensor::Activate(void)
{
BaseClass::Activate();
if (!m_hTargetEntity)
{
m_hTargetEntity = gEntList.FindEntityByName( NULL, m_target );
}
if (!m_hLookAtEntity && (m_nLookAtName != NULL_STRING))
{
m_hLookAtEntity = gEntList.FindEntityByName( NULL, m_nLookAtName );
if (!m_hLookAtEntity)
{
DevMsg(1, "Angle sensor '%s' could not find look at entity '%s'.\n", GetDebugName(), STRING(m_nLookAtName));
}
}
// It's okay to not have a look at entity, it just means we measure and output the angles
// of the target entity without testing them against the look at entity.
if (!m_bDisabled && m_hTargetEntity)
{
SetNextThink( gpGlobals->curtime );
}
}
示例8: GetAbsOrigin
//------------------------------------------------------------------------------
// Purpose : Updates network link state if dynamic link state has changed
// Input :
// Output :
//------------------------------------------------------------------------------
void CAI_DynamicLink::SetLinkState(void)
{
if ( !gm_bInitialized )
{
// Safe to quietly return. Consistency will be enforced when InitDynamicLinks() is called
return;
}
if (m_nSrcID == NO_NODE || m_nDestID == NO_NODE)
{
Vector pos = GetAbsOrigin();
DevWarning("ERROR: Dynamic link at %f %f %f pointing to invalid node ID!!\n", pos.x, pos.y, pos.z);
return;
}
// ------------------------------------------------------------------
// Now update the node links...
// Nodes share links so we only have to find the node from the src
// For now just using one big AINetwork so find src node on that network
// ------------------------------------------------------------------
CAI_Node *pSrcNode = g_pBigAINet->GetNode( m_nSrcID, false );
if ( !pSrcNode )
return;
CAI_Link* pLink = FindLink();
if ( !pLink )
{
DevMsg("Dynamic Link Error: (%s) unable to form between nodes %d and %d\n", GetDebugName(), m_nSrcID, m_nDestID );
return;
}
pLink->m_pDynamicLink = this;
if (m_nLinkState == LINK_OFF)
{
pLink->m_LinkInfo |= bits_LINK_OFF;
}
else
{
pLink->m_LinkInfo &= ~bits_LINK_OFF;
}
if ( m_bPreciseMovement )
{
pLink->m_LinkInfo |= bits_LINK_PRECISE_MOVEMENT;
}
else
{
pLink->m_LinkInfo &= ~bits_LINK_PRECISE_MOVEMENT;
}
if ( m_nPriority == 0 )
{
pLink->m_LinkInfo &= ~bits_PREFER_AVOID;
}
else
{
pLink->m_LinkInfo |= bits_PREFER_AVOID;
}
}
示例9: defined
bool bf_write::WriteBits(const void *pInData, int nBits)
{
#if defined( BB_PROFILING )
VPROF( "bf_write::WriteBits" );
#endif
unsigned char *pOut = (unsigned char*)pInData;
int nBitsLeft = nBits;
if((m_iCurBit+nBits) > m_nDataBits)
{
SetOverflowFlag();
CallErrorHandler( BITBUFERROR_BUFFER_OVERRUN, GetDebugName() );
return false;
}
// Get output dword-aligned.
while(((unsigned long)pOut & 3) != 0 && nBitsLeft >= 8)
{
WriteUBitLong( *pOut, 8, false );
++pOut;
nBitsLeft -= 8;
}
// check if we can use fast memcpy if m_iCurBit is byte aligned
if ( (nBitsLeft >= 32) && (m_iCurBit & 7) == 0 )
{
int numbytes = (nBitsLeft >> 3);
int numbits = numbytes << 3;
// Bounds checking..
// TODO: May not need this check anymore
if((m_iCurBit+numbits) > m_nDataBits)
{
m_iCurBit = m_nDataBits;
SetOverflowFlag();
CallErrorHandler( BITBUFERROR_BUFFER_OVERRUN, GetDebugName() );
return false;
}
Q_memcpy( m_pData+(m_iCurBit>>3), pOut, numbytes );
pOut += numbytes;
nBitsLeft -= numbits;
m_iCurBit += numbits;
}
示例10: GetDebugName
int CDialogSession::ScheduleNextLine(float dt)
{
m_bHaveSchedule = true;
m_nextTimeDelay = dt;
++m_nextScriptLine;
if (m_nextScriptLine < m_pScript->GetNumLines())
{
DiaLOG::Log(DiaLOG::eAlways, "[DIALOG] CDialogSession: %s Scheduling next line %d/%d [cur=%d] at %f",
GetDebugName(), m_nextScriptLine, m_pScript->GetNumLines()-1, m_curScriptLine, m_curTime+m_nextTimeDelay);
}
else
{
DiaLOG::Log(DiaLOG::eAlways, "[DIALOG] CDialogSession: %s Scheduling END [cur=%d] at %f",
GetDebugName(), m_curScriptLine, m_curTime+m_nextTimeDelay);
}
return m_nextScriptLine;
}
示例11: Msg
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pOther -
//-----------------------------------------------------------------------------
void CTriggerPortalCleanser::EndTouch(CBaseEntity *pOther)
{
BaseClass::EndTouch(pOther);
if ( portal_cleanser_debug.GetBool() )
{
Msg("%s END-TOUCH: for %s\n", GetDebugName(), pOther->GetDebugName() );
}
}
示例12: Warning
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamControlPoint::Spawn( void )
{
// Validate our default team
if ( m_iDefaultOwner < 0 || m_iDefaultOwner >= GetNumberOfTeams() )
{
Warning( "team_control_point '%s' has bad point_default_owner.\n", GetDebugName() );
m_iDefaultOwner = TEAM_UNASSIGNED;
}
#ifdef TF_DLL
if ( m_iszCaptureStartSound == NULL_STRING )
{
m_iszCaptureStartSound = AllocPooledString( "Hologram.Start" );
}
if ( m_iszCaptureEndSound == NULL_STRING )
{
m_iszCaptureEndSound = AllocPooledString( "Hologram.Stop" );
}
if ( m_iszCaptureInProgress == NULL_STRING )
{
m_iszCaptureInProgress = AllocPooledString( "Hologram.Move" );
}
if ( m_iszCaptureInterrupted == NULL_STRING )
{
m_iszCaptureInterrupted = AllocPooledString( "Hologram.Interrupted" );
}
#endif
Precache();
InternalSetOwner( m_iDefaultOwner, false ); //init the owner of this point
SetActive( !m_bStartDisabled );
BaseClass::Spawn();
SetPlaybackRate( 1.0 );
SetThink( &CTeamControlPoint::AnimThink );
SetNextThink( gpGlobals->curtime + 0.1f );
if ( FBitSet( m_spawnflags, SF_CAP_POINT_HIDE_MODEL ) )
{
AddEffects( EF_NODRAW );
}
if ( FBitSet( m_spawnflags, SF_CAP_POINT_HIDE_SHADOW ) )
{
AddEffects( EF_NOSHADOW );
}
m_flLastContestedAt = -1;
m_pCaptureInProgressSound = NULL;
}
示例13: AssertMsg1
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CAI_Expresser *CFlexExpresser::CreateExpresser( void )
{
AssertMsg1( !m_pExpresser, "LEAK: Double-created expresser for FlexExpresser %s", GetDebugName() );
m_pExpresser = new CAI_ExpresserWithFollowup(this);
if ( !m_pExpresser )
return NULL;
m_pExpresser->Connect(this);
return m_pExpresser;
}
示例14: Msg
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pOther -
//-----------------------------------------------------------------------------
void CTriggerPortal::EndTouch(CBaseEntity *pOther)
{
BaseClass::EndTouch(pOther);
if ( portal_debug.GetBool() )
{
Msg("%s ENDTOUCH: for %s\n", GetDebugName(), pOther->GetDebugName() );
}
EHANDLE hHandle;
hHandle = pOther;
m_hDisabledForEntities.FindAndRemove( hHandle );
}
示例15: DevMsg
//-----------------------------------------------------------------------------
// Purpose: Changes the team controlling this zone
// Input : newTeam - the new team to change to
//-----------------------------------------------------------------------------
void CControlZone::SetControllingTeam( CBaseEntity *pActivator, int newTeam )
{
DevMsg( 1, "trigger_controlzone: (%s) changing team to: %d\n", GetDebugName(), newTeam );
// remember this team as the defenders of the zone
m_iDefendingTeam = GetTeamNumber();
// reset state, firing the output
ChangeTeam(newTeam);
m_ControllingTeam.Set( GetTeamNumber(), pActivator, this );
m_iLocked = FALSE;
m_iTryingToChangeToTeam = 0;
SetNextThink( TICK_NEVER_THINK );
}