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| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/client/c_weapon__stubs.h | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/client/c_weapon__stubs.h')
| -rw-r--r-- | mp/src/game/client/c_weapon__stubs.h | 78 |
1 files changed, 39 insertions, 39 deletions
diff --git a/mp/src/game/client/c_weapon__stubs.h b/mp/src/game/client/c_weapon__stubs.h index 080698bd..9b48d128 100644 --- a/mp/src/game/client/c_weapon__stubs.h +++ b/mp/src/game/client/c_weapon__stubs.h @@ -1,39 +1,39 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#ifndef C_WEAPON__STUBS_H
-#define C_WEAPON__STUBS_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-#include "client_class.h"
-
-// This is an ugly hack to link client classes to weapons for now
-// these will be removed once we predict all weapons, especially TF2 weapons
-#define STUB_WEAPON_CLASS_IMPLEMENT( entityName, className ) \
- BEGIN_PREDICTION_DATA( className ) \
- END_PREDICTION_DATA() \
- LINK_ENTITY_TO_CLASS( entityName, className );
-
-
-#define STUB_WEAPON_CLASS( entityName, className, baseClassName ) \
- class C_##className : public baseClassName \
- { \
- DECLARE_CLASS( C_##className, baseClassName ); \
- public: \
- DECLARE_PREDICTABLE(); \
- DECLARE_CLIENTCLASS(); \
- C_##className() {}; \
- private: \
- C_##className( const C_##className & ); \
- }; \
- STUB_WEAPON_CLASS_IMPLEMENT( entityName, C_##className ); \
- IMPLEMENT_CLIENTCLASS_DT( C_##className, DT_##className, C##className ) \
- END_RECV_TABLE()
-
-#endif // C_WEAPON__STUBS_H
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#ifndef C_WEAPON__STUBS_H +#define C_WEAPON__STUBS_H +#ifdef _WIN32 +#pragma once +#endif + +#include "client_class.h" + +// This is an ugly hack to link client classes to weapons for now +// these will be removed once we predict all weapons, especially TF2 weapons +#define STUB_WEAPON_CLASS_IMPLEMENT( entityName, className ) \ + BEGIN_PREDICTION_DATA( className ) \ + END_PREDICTION_DATA() \ + LINK_ENTITY_TO_CLASS( entityName, className ); + + +#define STUB_WEAPON_CLASS( entityName, className, baseClassName ) \ + class C_##className : public baseClassName \ + { \ + DECLARE_CLASS( C_##className, baseClassName ); \ + public: \ + DECLARE_PREDICTABLE(); \ + DECLARE_CLIENTCLASS(); \ + C_##className() {}; \ + private: \ + C_##className( const C_##className & ); \ + }; \ + STUB_WEAPON_CLASS_IMPLEMENT( entityName, C_##className ); \ + IMPLEMENT_CLIENTCLASS_DT( C_##className, DT_##className, C##className ) \ + END_RECV_TABLE() + +#endif // C_WEAPON__STUBS_H |