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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/clienteffectprecachesystem.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/clienteffectprecachesystem.cpp')
-rw-r--r--mp/src/game/client/clienteffectprecachesystem.cpp156
1 files changed, 78 insertions, 78 deletions
diff --git a/mp/src/game/client/clienteffectprecachesystem.cpp b/mp/src/game/client/clienteffectprecachesystem.cpp
index 7ccd4773..c5d4e07b 100644
--- a/mp/src/game/client/clienteffectprecachesystem.cpp
+++ b/mp/src/game/client/clienteffectprecachesystem.cpp
@@ -1,78 +1,78 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Deals with precaching requests from client effects
-//
-// $Revision: $
-// $NoKeywords: $
-//=============================================================================//
-#include "cbase.h"
-#include "fx.h"
-#include "clienteffectprecachesystem.h"
-#include "particles/particles.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-//Global singelton accessor
-CClientEffectPrecacheSystem *ClientEffectPrecacheSystem( void )
-{
- static CClientEffectPrecacheSystem s_ClientEffectPrecacheSystem;
- return &s_ClientEffectPrecacheSystem;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Precache all the registered effects
-//-----------------------------------------------------------------------------
-void CClientEffectPrecacheSystem::LevelInitPreEntity( void )
-{
- //Precache all known effects
- for ( int i = 0; i < m_Effects.Size(); i++ )
- {
- m_Effects[i]->Cache();
- }
-
- //FIXME: Double check this
- //Finally, force the cache of these materials
- materials->CacheUsedMaterials();
-
- // Now, cache off our material handles
- FX_CacheMaterialHandles();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Nothing to do here
-//-----------------------------------------------------------------------------
-void CClientEffectPrecacheSystem::LevelShutdownPreEntity( void )
-{
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Dereference all the registered effects
-//-----------------------------------------------------------------------------
-void CClientEffectPrecacheSystem::LevelShutdownPostEntity( void )
-{
- // mark all known effects as free
- for ( int i = 0; i < m_Effects.Size(); i++ )
- {
- m_Effects[i]->Cache( false );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Purges the effect list
-//-----------------------------------------------------------------------------
-void CClientEffectPrecacheSystem::Shutdown( void )
-{
- //Release all effects
- m_Effects.Purge();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Adds the effect to the list to be precached
-// Input : *effect - system to precache
-//-----------------------------------------------------------------------------
-void CClientEffectPrecacheSystem::Register( IClientEffect *effect )
-{
- //Hold onto this effect for precaching later
- m_Effects.AddToTail( effect );
-}
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Deals with precaching requests from client effects
+//
+// $Revision: $
+// $NoKeywords: $
+//=============================================================================//
+#include "cbase.h"
+#include "fx.h"
+#include "clienteffectprecachesystem.h"
+#include "particles/particles.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+//Global singelton accessor
+CClientEffectPrecacheSystem *ClientEffectPrecacheSystem( void )
+{
+ static CClientEffectPrecacheSystem s_ClientEffectPrecacheSystem;
+ return &s_ClientEffectPrecacheSystem;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Precache all the registered effects
+//-----------------------------------------------------------------------------
+void CClientEffectPrecacheSystem::LevelInitPreEntity( void )
+{
+ //Precache all known effects
+ for ( int i = 0; i < m_Effects.Size(); i++ )
+ {
+ m_Effects[i]->Cache();
+ }
+
+ //FIXME: Double check this
+ //Finally, force the cache of these materials
+ materials->CacheUsedMaterials();
+
+ // Now, cache off our material handles
+ FX_CacheMaterialHandles();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Nothing to do here
+//-----------------------------------------------------------------------------
+void CClientEffectPrecacheSystem::LevelShutdownPreEntity( void )
+{
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Dereference all the registered effects
+//-----------------------------------------------------------------------------
+void CClientEffectPrecacheSystem::LevelShutdownPostEntity( void )
+{
+ // mark all known effects as free
+ for ( int i = 0; i < m_Effects.Size(); i++ )
+ {
+ m_Effects[i]->Cache( false );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Purges the effect list
+//-----------------------------------------------------------------------------
+void CClientEffectPrecacheSystem::Shutdown( void )
+{
+ //Release all effects
+ m_Effects.Purge();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Adds the effect to the list to be precached
+// Input : *effect - system to precache
+//-----------------------------------------------------------------------------
+void CClientEffectPrecacheSystem::Register( IClientEffect *effect )
+{
+ //Hold onto this effect for precaching later
+ m_Effects.AddToTail( effect );
+}