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xrGame: fix Debug build profile in CMake
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eagleivg committed Nov 8, 2018
1 parent de56328 commit 9a79f6f
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Showing 2 changed files with 33 additions and 33 deletions.
1 change: 0 additions & 1 deletion src/xrGame/CMakeLists.txt
Original file line number Diff line number Diff line change
Expand Up @@ -97,7 +97,6 @@ list(REMOVE_ITEM ${PROJECT_NAME}__INCLUDES "${CMAKE_CURRENT_SOURCE_DIR}/./stalke
list(REMOVE_ITEM ${PROJECT_NAME}__INCLUDES "${CMAKE_CURRENT_SOURCE_DIR}/./xr_Client_BattlEye.h")
list(REMOVE_ITEM ${PROJECT_NAME}__INCLUDES "${CMAKE_CURRENT_SOURCE_DIR}/./xr_Server_BattlEye.h")
list(REMOVE_ITEM ${PROJECT_NAME}__INCLUDES "${CMAKE_CURRENT_SOURCE_DIR}/ui/CExtraContentFilter.h")
list(REMOVE_ITEM ${PROJECT_NAME}__INCLUDES "${CMAKE_CURRENT_SOURCE_DIR}/ui/UIDebugFonts.h")
list(REMOVE_ITEM ${PROJECT_NAME}__INCLUDES "${CMAKE_CURRENT_SOURCE_DIR}/ui/UIFrags.h")
list(REMOVE_ITEM ${PROJECT_NAME}__INCLUDES "${CMAKE_CURRENT_SOURCE_DIR}/ui/UIFrags2.h")
list(REMOVE_ITEM ${PROJECT_NAME}__INCLUDES "${CMAKE_CURRENT_SOURCE_DIR}/ui/UIFrameLine.h")
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65 changes: 33 additions & 32 deletions src/xrGame/ai/stalker/ai_stalker_debug.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -25,6 +25,7 @@
#include "sound_player.h"
#include "Inventory.h"
#include "object_handler_planner.h"
#include "object_handler_planner_impl.h"
#include "stalker_movement_manager_smart_cover.h"
#include "movement_manager_space.h"
#include "patrol_path_manager.h"
Expand Down Expand Up @@ -1275,9 +1276,9 @@ static void fill_bones(CAI_Stalker& self, Fmatrix const& transform, IKinematicsA
for (u16 i = 0; i < MAX_PARTS; ++i)
{
#if 0
CBlend* const blend = kinematics_animated->LL_PlayCycle(i, animation, 0, 0, 0, 1);
if (blend)
blend->timeCurrent = 0.f;//blend->timeTotal - (SAMPLE_SPF + EPS);
CBlend* const blend = kinematics_animated->LL_PlayCycle(i, animation, 0, 0, 0, 1);
if (blend)
blend->timeCurrent = 0.f;//blend->timeTotal - (SAMPLE_SPF + EPS);
#else // #if 0
u32 const blend_count = kinematics_animated->LL_PartBlendsCount(i);
for (u32 j = 0; j < blend_count; ++j)
Expand Down Expand Up @@ -1392,11 +1393,11 @@ static void draw_animation_bones(
self.animation().remove_bone_callbacks();

#if 0
Fmatrix player_head;
IKinematics* actor_kinematics = smart_cast<IKinematics*>(Actor()->Visual());
actor_kinematics->Bone_GetAnimPos (player_head, actor_kinematics->LL_BoneID("bip01_head"), 1, false);
player_head.mulA_43 (Actor()->XFORM());
Fvector target = player_head.c;
Fmatrix player_head;
IKinematics* actor_kinematics = smart_cast<IKinematics*>(Actor()->Visual());
actor_kinematics->Bone_GetAnimPos (player_head, actor_kinematics->LL_BoneID("bip01_head"), 1, false);
player_head.mulA_43 (Actor()->XFORM());
Fvector target = player_head.c;
#else // #if 0
Fvector target = self.sight().aiming_position();
#endif // #if 0
Expand Down Expand Up @@ -1598,18 +1599,18 @@ Fvector g_debug_position_3 = Fvector().set(0.f, 0.f, 0.f);
void CAI_Stalker::OnRender()
{
#if 0
IKinematicsAnimated* kinematics = smart_cast<IKinematicsAnimated*>(Visual());
VERIFY (kinematics);
IKinematicsAnimated* kinematics = smart_cast<IKinematicsAnimated*>(Visual());
VERIFY (kinematics);
// draw_animation_bones (*this, XFORM(), kinematics, "loophole_2_no_look_idle_0");

Fmatrix m_start_transform;
animation_movement_controller const* controller = animation_movement();
if (!controller)
m_start_transform = XFORM();
else
m_start_transform = controller->start_transform();
Fmatrix m_start_transform;
animation_movement_controller const* controller = animation_movement();
if (!controller)
m_start_transform = XFORM();
else
m_start_transform = controller->start_transform();

draw_animation_bones (*this, m_start_transform, kinematics, "loophole_3_attack_idle_0");
draw_animation_bones (*this, m_start_transform, kinematics, "loophole_3_attack_idle_0");
// draw_animation_bones (*this, XFORM(), kinematics, "loophole_3_attack_in_0");
#else // #if 0
if (inventory().ActiveItem())
Expand Down Expand Up @@ -1643,27 +1644,27 @@ void CAI_Stalker::OnRender()
}

#if 0
if (inventory().ActiveItem()) {
Fvector position, direction;
g_fireParams (0,position,direction);
if (inventory().ActiveItem()) {
Fvector position, direction;
g_fireParams (0,position,direction);

float yaw, pitch, safety_fire_angle = 1.f*PI_DIV_8*.125f;
direction.getHP (yaw,pitch);
float yaw, pitch, safety_fire_angle = 1.f*PI_DIV_8*.125f;
direction.getHP (yaw,pitch);

Level().debug_renderer().draw_line(Fidentity, position, Fvector().mad(position, direction, 20.f), color_xrgb(0,255,0));
Level().debug_renderer().draw_line(Fidentity, position, Fvector().mad(position, direction, 20.f), color_xrgb(0,255,0));

direction.setHP (yaw - safety_fire_angle,pitch);
Level().debug_renderer().draw_line(Fidentity, position, Fvector().mad(position, direction, 20.f), color_xrgb(0,255,0));
direction.setHP (yaw - safety_fire_angle,pitch);
Level().debug_renderer().draw_line(Fidentity, position, Fvector().mad(position, direction, 20.f), color_xrgb(0,255,0));

direction.setHP (yaw + safety_fire_angle,pitch);
Level().debug_renderer().draw_line(Fidentity, position, Fvector().mad(position, direction, 20.f), color_xrgb(0,255,0));
direction.setHP (yaw + safety_fire_angle,pitch);
Level().debug_renderer().draw_line(Fidentity, position, Fvector().mad(position, direction, 20.f), color_xrgb(0,255,0));

direction.setHP (yaw,pitch - safety_fire_angle);
Level().debug_renderer().draw_line(Fidentity, position, Fvector().mad(position, direction, 20.f), color_xrgb(0,255,0));
direction.setHP (yaw,pitch - safety_fire_angle);
Level().debug_renderer().draw_line(Fidentity, position, Fvector().mad(position, direction, 20.f), color_xrgb(0,255,0));

direction.setHP (yaw,pitch + safety_fire_angle);
Level().debug_renderer().draw_line(Fidentity, position, Fvector().mad(position, direction, 20.f), color_xrgb(0,255,0));
}
direction.setHP (yaw,pitch + safety_fire_angle);
Level().debug_renderer().draw_line(Fidentity, position, Fvector().mad(position, direction, 20.f), color_xrgb(0,255,0));
}
#endif // #if 0

inherited::OnRender();
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