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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_weapon__stubs.h
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_weapon__stubs.h')
-rw-r--r--mp/src/game/client/c_weapon__stubs.h78
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