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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.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/clienteffectprecachesystem.h')
-rw-r--r--mp/src/game/client/clienteffectprecachesystem.h300
1 files changed, 150 insertions, 150 deletions
diff --git a/mp/src/game/client/clienteffectprecachesystem.h b/mp/src/game/client/clienteffectprecachesystem.h
index 99cde9d4..e05a5001 100644
--- a/mp/src/game/client/clienteffectprecachesystem.h
+++ b/mp/src/game/client/clienteffectprecachesystem.h
@@ -1,150 +1,150 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Deals with singleton
-//
-// $Revision: $
-// $NoKeywords: $
-//=============================================================================//
-
-#if !defined( CLIENTEFFECTPRECACHESYSTEM_H )
-#define CLIENTEFFECTPRECACHESYSTEM_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-#include "igamesystem.h"
-#include "commonmacros.h"
-#include "utlvector.h"
-#include "materialsystem/imaterialsystem.h"
-#include "materialsystem/imaterial.h"
-
-//-----------------------------------------------------------------------------
-// Interface to automated system for precaching materials
-//-----------------------------------------------------------------------------
-class IClientEffect
-{
-public:
- virtual void Cache( bool precache = true ) = 0;
-};
-
-//-----------------------------------------------------------------------------
-// Responsible for managing precaching of particles
-//-----------------------------------------------------------------------------
-
-class CClientEffectPrecacheSystem : public IGameSystem
-{
-public:
- virtual char const *Name() { return "CCLientEffectPrecacheSystem"; }
-
- virtual bool IsPerFrame() { return false; }
-
- // constructor, destructor
- CClientEffectPrecacheSystem() {}
- virtual ~CClientEffectPrecacheSystem() {}
-
- // Init, shutdown
- virtual bool Init() { return true; }
- virtual void PostInit() {}
- virtual void Shutdown();
-
- // Level init, shutdown
- virtual void LevelInitPreEntity();
- virtual void LevelInitPostEntity() {}
- virtual void LevelShutdownPreEntity();
- virtual void LevelShutdownPostEntity();
-
- virtual void OnSave() {}
- virtual void OnRestore() {}
- virtual void SafeRemoveIfDesired() {}
-
- void Register( IClientEffect *effect );
-
-protected:
-
- CUtlVector< IClientEffect * > m_Effects;
-};
-
-//Singleton accessor
-extern CClientEffectPrecacheSystem *ClientEffectPrecacheSystem();
-
-//-----------------------------------------------------------------------------
-// Deals with automated registering and precaching of materials for effects
-//-----------------------------------------------------------------------------
-
-class CClientEffect : public IClientEffect
-{
-public:
-
- CClientEffect( void )
- {
- //Register with the main effect system
- ClientEffectPrecacheSystem()->Register( this );
- }
-
-//-----------------------------------------------------------------------------
-// Purpose: Precache a material by artificially incrementing its reference counter
-// Input : *materialName - name of the material
-// : increment - whether to increment or decrement the reference counter
-//-----------------------------------------------------------------------------
-
- inline void ReferenceMaterial( const char *materialName, bool increment = true )
- {
- IMaterial *material = materials->FindMaterial( materialName, TEXTURE_GROUP_CLIENT_EFFECTS );
- if ( !IsErrorMaterial( material ) )
- {
- if ( increment )
- {
- material->IncrementReferenceCount();
- }
- else
- {
- material->DecrementReferenceCount();
- }
- }
- }
-};
-
-//Automatic precache macros
-
-//Beginning
-#define CLIENTEFFECT_REGISTER_BEGIN( className ) \
-namespace className { \
-class ClientEffectRegister : public CClientEffect \
-{ \
-private: \
- static const char *m_pszMaterials[]; \
-public: \
- void Cache( bool precache = true ); \
-}; \
-const char *ClientEffectRegister::m_pszMaterials[] = {
-
-//Material definitions
-#define CLIENTEFFECT_MATERIAL( materialName ) materialName,
-
-//End
-#define CLIENTEFFECT_REGISTER_END( ) }; \
-void ClientEffectRegister::Cache( bool precache ) \
-{ \
- for ( int i = 0; i < ARRAYSIZE( m_pszMaterials ); i++ ) \
- { \
- ReferenceMaterial( m_pszMaterials[i], precache ); \
- } \
-} \
-ClientEffectRegister register_ClientEffectRegister; \
-}
-
-#define CLIENTEFFECT_REGISTER_END_CONDITIONAL(condition ) }; \
-void ClientEffectRegister::Cache( bool precache ) \
-{ \
- if ( condition) \
- { \
- for ( int i = 0; i < ARRAYSIZE( m_pszMaterials ); i++ ) \
- { \
- ReferenceMaterial( m_pszMaterials[i], precache ); \
- } \
- } \
-} \
-ClientEffectRegister register_ClientEffectRegister; \
-}
-
-#endif //CLIENTEFFECTPRECACHESYSTEM_H
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Deals with singleton
+//
+// $Revision: $
+// $NoKeywords: $
+//=============================================================================//
+
+#if !defined( CLIENTEFFECTPRECACHESYSTEM_H )
+#define CLIENTEFFECTPRECACHESYSTEM_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "igamesystem.h"
+#include "commonmacros.h"
+#include "utlvector.h"
+#include "materialsystem/imaterialsystem.h"
+#include "materialsystem/imaterial.h"
+
+//-----------------------------------------------------------------------------
+// Interface to automated system for precaching materials
+//-----------------------------------------------------------------------------
+class IClientEffect
+{
+public:
+ virtual void Cache( bool precache = true ) = 0;
+};
+
+//-----------------------------------------------------------------------------
+// Responsible for managing precaching of particles
+//-----------------------------------------------------------------------------
+
+class CClientEffectPrecacheSystem : public IGameSystem
+{
+public:
+ virtual char const *Name() { return "CCLientEffectPrecacheSystem"; }
+
+ virtual bool IsPerFrame() { return false; }
+
+ // constructor, destructor
+ CClientEffectPrecacheSystem() {}
+ virtual ~CClientEffectPrecacheSystem() {}
+
+ // Init, shutdown
+ virtual bool Init() { return true; }
+ virtual void PostInit() {}
+ virtual void Shutdown();
+
+ // Level init, shutdown
+ virtual void LevelInitPreEntity();
+ virtual void LevelInitPostEntity() {}
+ virtual void LevelShutdownPreEntity();
+ virtual void LevelShutdownPostEntity();
+
+ virtual void OnSave() {}
+ virtual void OnRestore() {}
+ virtual void SafeRemoveIfDesired() {}
+
+ void Register( IClientEffect *effect );
+
+protected:
+
+ CUtlVector< IClientEffect * > m_Effects;
+};
+
+//Singleton accessor
+extern CClientEffectPrecacheSystem *ClientEffectPrecacheSystem();
+
+//-----------------------------------------------------------------------------
+// Deals with automated registering and precaching of materials for effects
+//-----------------------------------------------------------------------------
+
+class CClientEffect : public IClientEffect
+{
+public:
+
+ CClientEffect( void )
+ {
+ //Register with the main effect system
+ ClientEffectPrecacheSystem()->Register( this );
+ }
+
+//-----------------------------------------------------------------------------
+// Purpose: Precache a material by artificially incrementing its reference counter
+// Input : *materialName - name of the material
+// : increment - whether to increment or decrement the reference counter
+//-----------------------------------------------------------------------------
+
+ inline void ReferenceMaterial( const char *materialName, bool increment = true )
+ {
+ IMaterial *material = materials->FindMaterial( materialName, TEXTURE_GROUP_CLIENT_EFFECTS );
+ if ( !IsErrorMaterial( material ) )
+ {
+ if ( increment )
+ {
+ material->IncrementReferenceCount();
+ }
+ else
+ {
+ material->DecrementReferenceCount();
+ }
+ }
+ }
+};
+
+//Automatic precache macros
+
+//Beginning
+#define CLIENTEFFECT_REGISTER_BEGIN( className ) \
+namespace className { \
+class ClientEffectRegister : public CClientEffect \
+{ \
+private: \
+ static const char *m_pszMaterials[]; \
+public: \
+ void Cache( bool precache = true ); \
+}; \
+const char *ClientEffectRegister::m_pszMaterials[] = {
+
+//Material definitions
+#define CLIENTEFFECT_MATERIAL( materialName ) materialName,
+
+//End
+#define CLIENTEFFECT_REGISTER_END( ) }; \
+void ClientEffectRegister::Cache( bool precache ) \
+{ \
+ for ( int i = 0; i < ARRAYSIZE( m_pszMaterials ); i++ ) \
+ { \
+ ReferenceMaterial( m_pszMaterials[i], precache ); \
+ } \
+} \
+ClientEffectRegister register_ClientEffectRegister; \
+}
+
+#define CLIENTEFFECT_REGISTER_END_CONDITIONAL(condition ) }; \
+void ClientEffectRegister::Cache( bool precache ) \
+{ \
+ if ( condition) \
+ { \
+ for ( int i = 0; i < ARRAYSIZE( m_pszMaterials ); i++ ) \
+ { \
+ ReferenceMaterial( m_pszMaterials[i], precache ); \
+ } \
+ } \
+} \
+ClientEffectRegister register_ClientEffectRegister; \
+}
+
+#endif //CLIENTEFFECTPRECACHESYSTEM_H