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Diff Revisions 330 vs 331 for /trunk/Source Code/Managers/Headers/AIManager.h

Diff revisions: vs.
  @@ -39,11 +39,14 @@
39 39 void Destroy();
40 40 /// Called at a fixed interval (preferably in a separate thread);
41 41 void update();
42 - /// Add an AI Entity to a specific team. Entities can be added to multiple teams. Caller is responsible for the lifetime of entity
42 + /// Add an AI Entity to a specific team.
43 + /// Entities can be added to multiple teams. Caller is responsible for the lifetime of entity
43 44 bool registerEntity(U32 teamId, AIEntity* entity);
44 - /// Remove an AI Entity from a specific teams. Entities can be added to multiple teams. Caller is responsible for the lifetime of entity
45 + /// Remove an AI Entity from a specific teams. Entities can be added to multiple teams.
46 + /// Caller is responsible for the lifetime of entity
45 47 void unregisterEntity(U32 teamId, AIEntity* entity);
46 - /// Remove an AI Entity from all teams. Entities can be added to multiple teams. Caller is responsible for the lifetime of entity
48 + /// Remove an AI Entity from all teams. Entities can be added to multiple teams.
49 + /// Caller is responsible for the lifetime of entity
47 50 void unregisterEntity(AIEntity* entity);
48 51 inline AITeam* const getTeamByID(I32 AITeamID) {
49 52 if (AITeamID != -1) {
  @@ -70,7 +73,8 @@
70 73 inline void pauseUpdate(bool state) { _pauseUpdate = state;}
71 74 inline bool updatePaused() const { return _pauseUpdate; }
72 75 inline bool updating() const { return _updating; }
73 - /// Handle any debug information rendering (nav meshes, AI paths, etc). Called by Scene::postRender after depth map preview call
76 + /// Handle any debug information rendering (nav meshes, AI paths, etc).
77 + /// Called by Scene::postRender after depth map preview call
74 78 void debugDraw(bool forceAll = true);
75 79 inline bool isDebugDraw() const { return _navMeshDebugDraw; }
76 80 /// Toggle debug draw for all NavMeshes