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authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/client/c_physicsprop.cpp
parentMark some more files as text. (diff)
downloadsource-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz
source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/client/c_physicsprop.cpp')
-rw-r--r--mp/src/game/client/c_physicsprop.cpp190
1 files changed, 95 insertions, 95 deletions
diff --git a/mp/src/game/client/c_physicsprop.cpp b/mp/src/game/client/c_physicsprop.cpp
index 95e6dd8a..7727be66 100644
--- a/mp/src/game/client/c_physicsprop.cpp
+++ b/mp/src/game/client/c_physicsprop.cpp
@@ -1,95 +1,95 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//=============================================================================//
-#include "cbase.h"
-#include "model_types.h"
-#include "vcollide.h"
-#include "vcollide_parse.h"
-#include "solidsetdefaults.h"
-#include "bone_setup.h"
-#include "engine/ivmodelinfo.h"
-#include "physics.h"
-#include "view.h"
-#include "clienteffectprecachesystem.h"
-#include "c_physicsprop.h"
-#include "tier0/vprof.h"
-#include "ivrenderview.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-IMPLEMENT_CLIENTCLASS_DT(C_PhysicsProp, DT_PhysicsProp, CPhysicsProp)
- RecvPropBool( RECVINFO( m_bAwake ) ),
-END_RECV_TABLE()
-
-ConVar r_PhysPropStaticLighting( "r_PhysPropStaticLighting", "1" );
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-C_PhysicsProp::C_PhysicsProp( void )
-{
- m_pPhysicsObject = NULL;
- m_takedamage = DAMAGE_YES;
-
- // default true so static lighting will get recomputed when we go to sleep
- m_bAwakeLastTime = true;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-C_PhysicsProp::~C_PhysicsProp( void )
-{
-}
-
-
-// @MULTICORE (toml 9/18/2006): this visualization will need to be implemented elsewhere
-ConVar r_visualizeproplightcaching( "r_visualizeproplightcaching", "0" );
-
-//-----------------------------------------------------------------------------
-// Purpose: Draws the object
-// Input : flags -
-//-----------------------------------------------------------------------------
-bool C_PhysicsProp::OnInternalDrawModel( ClientModelRenderInfo_t *pInfo )
-{
- CreateModelInstance();
-
- if ( r_PhysPropStaticLighting.GetBool() && m_bAwakeLastTime != m_bAwake )
- {
- if ( m_bAwakeLastTime && !m_bAwake )
- {
- // transition to sleep, bake lighting now, once
- if ( !modelrender->RecomputeStaticLighting( GetModelInstance() ) )
- {
- // not valid for drawing
- return false;
- }
-
- if ( r_visualizeproplightcaching.GetBool() )
- {
- float color[] = { 0.0f, 1.0f, 0.0f, 1.0f };
- render->SetColorModulation( color );
- }
- }
- else if ( r_visualizeproplightcaching.GetBool() )
- {
- float color[] = { 1.0f, 0.0f, 0.0f, 1.0f };
- render->SetColorModulation( color );
- }
- }
-
- if ( !m_bAwake && r_PhysPropStaticLighting.GetBool() )
- {
- // going to sleep, have static lighting
- pInfo->flags |= STUDIO_STATIC_LIGHTING;
- }
-
- // track state
- m_bAwakeLastTime = m_bAwake;
-
- return true;
-}
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+#include "cbase.h"
+#include "model_types.h"
+#include "vcollide.h"
+#include "vcollide_parse.h"
+#include "solidsetdefaults.h"
+#include "bone_setup.h"
+#include "engine/ivmodelinfo.h"
+#include "physics.h"
+#include "view.h"
+#include "clienteffectprecachesystem.h"
+#include "c_physicsprop.h"
+#include "tier0/vprof.h"
+#include "ivrenderview.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+IMPLEMENT_CLIENTCLASS_DT(C_PhysicsProp, DT_PhysicsProp, CPhysicsProp)
+ RecvPropBool( RECVINFO( m_bAwake ) ),
+END_RECV_TABLE()
+
+ConVar r_PhysPropStaticLighting( "r_PhysPropStaticLighting", "1" );
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+C_PhysicsProp::C_PhysicsProp( void )
+{
+ m_pPhysicsObject = NULL;
+ m_takedamage = DAMAGE_YES;
+
+ // default true so static lighting will get recomputed when we go to sleep
+ m_bAwakeLastTime = true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+C_PhysicsProp::~C_PhysicsProp( void )
+{
+}
+
+
+// @MULTICORE (toml 9/18/2006): this visualization will need to be implemented elsewhere
+ConVar r_visualizeproplightcaching( "r_visualizeproplightcaching", "0" );
+
+//-----------------------------------------------------------------------------
+// Purpose: Draws the object
+// Input : flags -
+//-----------------------------------------------------------------------------
+bool C_PhysicsProp::OnInternalDrawModel( ClientModelRenderInfo_t *pInfo )
+{
+ CreateModelInstance();
+
+ if ( r_PhysPropStaticLighting.GetBool() && m_bAwakeLastTime != m_bAwake )
+ {
+ if ( m_bAwakeLastTime && !m_bAwake )
+ {
+ // transition to sleep, bake lighting now, once
+ if ( !modelrender->RecomputeStaticLighting( GetModelInstance() ) )
+ {
+ // not valid for drawing
+ return false;
+ }
+
+ if ( r_visualizeproplightcaching.GetBool() )
+ {
+ float color[] = { 0.0f, 1.0f, 0.0f, 1.0f };
+ render->SetColorModulation( color );
+ }
+ }
+ else if ( r_visualizeproplightcaching.GetBool() )
+ {
+ float color[] = { 1.0f, 0.0f, 0.0f, 1.0f };
+ render->SetColorModulation( color );
+ }
+ }
+
+ if ( !m_bAwake && r_PhysPropStaticLighting.GetBool() )
+ {
+ // going to sleep, have static lighting
+ pInfo->flags |= STUDIO_STATIC_LIGHTING;
+ }
+
+ // track state
+ m_bAwakeLastTime = m_bAwake;
+
+ return true;
+}