280 lines
6.8 KiB
C
280 lines
6.8 KiB
C
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef AI_WAYPOINT_H
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#define AI_WAYPOINT_H
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#if defined( _WIN32 )
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#pragma once
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#endif
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#include <mempool.h>
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// ----------------------------------------------------------------------------
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// Forward declarations
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// ----------------------------------------------------------------------------
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// ----------------------------------------------------------------------------
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// Flags used in the flags field in AI_Waypoint_T
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// ----------------------------------------------------------------------------
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enum WaypointFlags_t
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{
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// The type of waypoint
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bits_WP_TO_DETOUR = 0x01, // move to detour point.
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bits_WP_TO_PATHCORNER = 0x02, // move to a path corner
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bits_WP_TO_NODE = 0x04, // move to a node
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bits_WP_TO_GOAL = 0x08, // move to an arbitrary point
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bits_WP_TO_DOOR = 0x10, // move to position to open a door
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// Other flags for waypoint
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bits_WP_DONT_SIMPLIFY = 0x20, // Don't let the route code simplify this waypoint
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bits_WP_PRECISE_MOVEMENT = 0x40, // Precise movement is necessary near this waypoint
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};
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// ----------------------------------------------------------------------------
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// Purpose: Waypoints that make up an NPC's route.
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// ----------------------------------------------------------------------------
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struct AI_Waypoint_t
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{
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public:
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AI_Waypoint_t();
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AI_Waypoint_t( const Vector &vecPosition, float flYaw, Navigation_t navType, int fWaypointFlags, int nNodeID );
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AI_Waypoint_t( const AI_Waypoint_t &from )
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{
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memcpy( this, &from, sizeof(*this) );
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flPathDistGoal = -1;
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pNext = pPrev = NULL;
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}
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AI_Waypoint_t &operator=( const AI_Waypoint_t &from )
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{
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memcpy( this, &from, sizeof(*this) );
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flPathDistGoal = -1;
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pNext = pPrev = NULL;
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return *this;
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}
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~AI_Waypoint_t()
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{
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AssertValid();
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if ( pNext )
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{
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pNext->AssertValid();
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pNext->pPrev = pPrev;
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}
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if ( pPrev )
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{
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pPrev->AssertValid();
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pPrev->pNext = pNext;
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}
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}
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//---------------------------------
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void AssertValid() const
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{
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#ifdef DEBUG
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Assert( !pNext || pNext->pPrev == this );
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Assert( !pPrev || pPrev->pNext == this );
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#endif
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}
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//---------------------------------
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int Flags() const;
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Navigation_t NavType() const;
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void SetNavType( Navigation_t type ) { m_iWPType = type; }
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// Flag modification method
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void ModifyFlags( int fFlags, bool bEnable );
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bool IsReducible() { return (pNext && m_iWPType == pNext->m_iWPType && !(m_fWaypointFlags & (bits_WP_TO_GOAL | bits_WP_TO_PATHCORNER | bits_WP_DONT_SIMPLIFY)) ); }
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//---------------------------------
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void SetNext( AI_Waypoint_t *p );
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AI_Waypoint_t * GetNext() { return pNext; }
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const AI_Waypoint_t *GetNext() const { return pNext; }
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void SetPrev( AI_Waypoint_t *p );
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AI_Waypoint_t * GetPrev() { return pPrev; }
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const AI_Waypoint_t *GetPrev() const { return pPrev; }
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AI_Waypoint_t * GetLast();
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//---------------------------------
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const Vector & GetPos() const { return vecLocation; }
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void SetPos(const Vector &newPos) { vecLocation = newPos; }
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EHANDLE GetEHandleData() { return m_hData; }
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//---------------------------------
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//
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// Basic info
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//
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Vector vecLocation;
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float flYaw; // Waypoint facing dir
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int iNodeID; // If waypoint is a node, which one
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//---------------------------------
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//
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// Precalculated distances
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//
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float flPathDistGoal;
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//---------------------------------
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//
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// If following a designer laid path, the path-corner entity (if any)
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//
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EHANDLE hPathCorner;
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// Data specific to the waypoint type:
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//
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// PATHCORNER: The path corner entity.
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// DOOR: If moving to position to open a door, the handle of the door to open.
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EHANDLE m_hData;
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private:
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int m_fWaypointFlags; // See WaypointFlags_t
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Navigation_t m_iWPType; // The type of waypoint
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AI_Waypoint_t *pNext;
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AI_Waypoint_t *pPrev;
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DECLARE_FIXEDSIZE_ALLOCATOR(AI_Waypoint_t);
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public:
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DECLARE_SIMPLE_DATADESC();
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};
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// ----------------------------------------------------------------------------
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// Inline methods associated with AI_Waypoint_t
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// ----------------------------------------------------------------------------
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inline int AI_Waypoint_t::Flags() const
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{
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return m_fWaypointFlags;
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}
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inline Navigation_t AI_Waypoint_t::NavType() const
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{
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return m_iWPType;
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}
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inline void AI_Waypoint_t::ModifyFlags( int fFlags, bool bEnable )
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{
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if (bEnable)
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m_fWaypointFlags |= fFlags;
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else
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m_fWaypointFlags &= ~fFlags;
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}
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inline void AI_Waypoint_t::SetNext( AI_Waypoint_t *p )
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{
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if (pNext)
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{
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pNext->pPrev = NULL;
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}
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pNext = p;
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if ( pNext )
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{
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if ( pNext->pPrev )
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pNext->pPrev->pNext = NULL;
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pNext->pPrev = this;
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}
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}
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inline void AI_Waypoint_t::SetPrev( AI_Waypoint_t *p )
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{
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if ( pPrev )
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{
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pPrev->pNext = NULL;
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}
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pPrev = p;
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if ( pPrev )
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{
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if ( pPrev->pNext )
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pPrev->pNext->pPrev = NULL;
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pPrev->pNext = this;
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}
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}
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// ----------------------------------------------------------------------------
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// Purpose: Holds an maintains a chain of waypoints
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class CAI_WaypointList
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{
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public:
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CAI_WaypointList()
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: m_pFirstWaypoint( NULL )
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{
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}
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CAI_WaypointList( AI_Waypoint_t *pFirstWaypoint)
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: m_pFirstWaypoint( pFirstWaypoint )
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{
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}
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void Set(AI_Waypoint_t* route);
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void PrependWaypoints( AI_Waypoint_t *pWaypoints );
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void PrependWaypoint( const Vector &newPoint, Navigation_t navType, unsigned waypointFlags, float flYaw = 0 );
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bool IsEmpty() const { return ( m_pFirstWaypoint == NULL ); }
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AI_Waypoint_t * GetFirst() { return m_pFirstWaypoint; }
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const AI_Waypoint_t *GetFirst() const { return m_pFirstWaypoint; }
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AI_Waypoint_t * GetLast();
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const AI_Waypoint_t *GetLast() const;
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void RemoveAll();
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private:
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AI_Waypoint_t* m_pFirstWaypoint; // Linked list of waypoints
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};
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// ----------------------------------------------------------------------------
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#ifdef DEBUG
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void AssertRouteValid( AI_Waypoint_t* route );
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#else
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#define AssertRouteValid( route ) ((void)0)
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#endif
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// ----------------------------------------------------------------------------
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// Utilities
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void DeleteAll( AI_Waypoint_t *pWaypointList );
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// ------------------------------------
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inline void DeleteAll( AI_Waypoint_t **ppWaypointList )
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{
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DeleteAll( *ppWaypointList );
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*ppWaypointList = NULL;
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}
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// ------------------------------------
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void AddWaypointLists(AI_Waypoint_t *pLeft, AI_Waypoint_t *pRight);
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// ----------------------------------------------------------------------------
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#endif // AI_WAYPOINT_H
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