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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/hud_element_helper.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/hud_element_helper.cpp')
-rw-r--r--mp/src/game/client/hud_element_helper.cpp178
1 files changed, 89 insertions, 89 deletions
diff --git a/mp/src/game/client/hud_element_helper.cpp b/mp/src/game/client/hud_element_helper.cpp
index d06d241c..fce62e72 100644
--- a/mp/src/game/client/hud_element_helper.cpp
+++ b/mp/src/game/client/hud_element_helper.cpp
@@ -1,89 +1,89 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Helper for the CHudElement class to add themselves to the list of hud elements
-//
-// $NoKeywords: $
-//=============================================================================//
-#include "cbase.h"
-#include "hud_element_helper.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-// Start with empty list
-CHudElementHelper *CHudElementHelper::m_sHelpers = NULL;
-
-//-----------------------------------------------------------------------------
-// Purpose: Constructs a technology factory
-// Input : pfnCreate - fn Ptr to the constructor for this element
-// depth - determines position in the creation list, 100 is farthest into the screen
-// 0 is nearest, default is 50
-//
-//-----------------------------------------------------------------------------
-CHudElementHelper::CHudElementHelper( CHudElement *( *pfnCreate )( void ), int depth )
-{
- //Insert into the list based on depth
-
- //List is empty, or element belongs at front, insert here
- if( m_sHelpers == NULL || depth >= m_sHelpers->m_iDepth )
- {
- m_pNext = m_sHelpers;
- m_sHelpers = this;
- }
- else
- {
- //Scan to insert in decreasing depth order
- CHudElementHelper *pPrev = m_sHelpers;
- CHudElementHelper *pCurrent = m_sHelpers->m_pNext;
-
- while( pCurrent != NULL && depth < pCurrent->m_iDepth )
- {
- pPrev = pCurrent;
- pCurrent = pCurrent->m_pNext;
- }
-
- pPrev->m_pNext = this;
- m_pNext = pCurrent;
- }
-
- m_iDepth = depth;
-
- // Set attributes
- assert( pfnCreate );
- m_pfnCreate = pfnCreate;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Returns next object in list
-// Output : CHudElementHelper
-//-----------------------------------------------------------------------------
-CHudElementHelper *CHudElementHelper::GetNext( void )
-{
- return m_pNext;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Static class creation factory
-// Searches list of registered factories for a match and then instances the
-// requested technology by name
-// Input : *name -
-// Output : CBaseTFTechnology
-//-----------------------------------------------------------------------------
-void CHudElementHelper::CreateAllElements( void )
-{
- // Start of list
- CHudElementHelper *p = m_sHelpers;
- while ( p )
- {
- // Dispatch creation function directly
- CHudElement *( *fCreate )( void ) = p->m_pfnCreate;
- CHudElement *newElement = (fCreate)();
- if ( newElement )
- {
- gHUD.AddHudElement( newElement );
- }
-
- p = p->GetNext();
- }
-}
-
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Helper for the CHudElement class to add themselves to the list of hud elements
+//
+// $NoKeywords: $
+//=============================================================================//
+#include "cbase.h"
+#include "hud_element_helper.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+// Start with empty list
+CHudElementHelper *CHudElementHelper::m_sHelpers = NULL;
+
+//-----------------------------------------------------------------------------
+// Purpose: Constructs a technology factory
+// Input : pfnCreate - fn Ptr to the constructor for this element
+// depth - determines position in the creation list, 100 is farthest into the screen
+// 0 is nearest, default is 50
+//
+//-----------------------------------------------------------------------------
+CHudElementHelper::CHudElementHelper( CHudElement *( *pfnCreate )( void ), int depth )
+{
+ //Insert into the list based on depth
+
+ //List is empty, or element belongs at front, insert here
+ if( m_sHelpers == NULL || depth >= m_sHelpers->m_iDepth )
+ {
+ m_pNext = m_sHelpers;
+ m_sHelpers = this;
+ }
+ else
+ {
+ //Scan to insert in decreasing depth order
+ CHudElementHelper *pPrev = m_sHelpers;
+ CHudElementHelper *pCurrent = m_sHelpers->m_pNext;
+
+ while( pCurrent != NULL && depth < pCurrent->m_iDepth )
+ {
+ pPrev = pCurrent;
+ pCurrent = pCurrent->m_pNext;
+ }
+
+ pPrev->m_pNext = this;
+ m_pNext = pCurrent;
+ }
+
+ m_iDepth = depth;
+
+ // Set attributes
+ assert( pfnCreate );
+ m_pfnCreate = pfnCreate;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Returns next object in list
+// Output : CHudElementHelper
+//-----------------------------------------------------------------------------
+CHudElementHelper *CHudElementHelper::GetNext( void )
+{
+ return m_pNext;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Static class creation factory
+// Searches list of registered factories for a match and then instances the
+// requested technology by name
+// Input : *name -
+// Output : CBaseTFTechnology
+//-----------------------------------------------------------------------------
+void CHudElementHelper::CreateAllElements( void )
+{
+ // Start of list
+ CHudElementHelper *p = m_sHelpers;
+ while ( p )
+ {
+ // Dispatch creation function directly
+ CHudElement *( *fCreate )( void ) = p->m_pfnCreate;
+ CHudElement *newElement = (fCreate)();
+ if ( newElement )
+ {
+ gHUD.AddHudElement( newElement );
+ }
+
+ p = p->GetNext();
+ }
+}
+