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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/particledraw.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/particledraw.h')
-rw-r--r--mp/src/game/client/particledraw.h162
1 files changed, 81 insertions, 81 deletions
diff --git a/mp/src/game/client/particledraw.h b/mp/src/game/client/particledraw.h
index 268f6298..e52788b3 100644
--- a/mp/src/game/client/particledraw.h
+++ b/mp/src/game/client/particledraw.h
@@ -1,81 +1,81 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//
-//=============================================================================//
-// FIXME: Should we just pass the Particle draw members directly as
-// arguments to IParticleEffect::SimulateAndRender?
-
-// This file defines and implements the ParticleDraw class, which is used
-// by ParticleEffects to render particles. It simply stores render + simulation
-// state
-//
-
-#ifndef PARTICLEDRAW_H
-#define PARTICLEDRAW_H
-
-
-class IMaterial;
-class CMeshBuilder;
-class CParticleSubTexture;
-
-
-class ParticleDraw
-{
-friend class CParticleEffectBinding;
-
-public:
-
- ParticleDraw();
-
- void Init( CMeshBuilder *pMeshBuilder, IMaterial *pMaterial, float fTimeDelta );
-
- // Time delta..
- float GetTimeDelta() const;
-
- // Get the material being used (mostly useful for getting the tcoord padding).
- //IMaterial* GetPMaterial();
-
- // This can return NULL if the particle system is only being simulated.
- CMeshBuilder* GetMeshBuilder();
-
- CParticleSubTexture *m_pSubTexture;
-
-private:
- CMeshBuilder *m_pMeshBuilder;
- IMaterial *m_pMaterial;
- float m_fTimeDelta;
-};
-
-
-
-// ------------------------------------------------------------------------- //
-// Inlines
-// ------------------------------------------------------------------------- //
-
-inline ParticleDraw::ParticleDraw()
-{
- m_pMaterial = 0;
-}
-
-inline void ParticleDraw::Init( CMeshBuilder *pMeshBuilder, IMaterial *pMaterial, float fTimeDelta )
-{
- m_pMeshBuilder = pMeshBuilder;
- m_pMaterial = pMaterial;
- m_fTimeDelta = fTimeDelta;
-}
-
-inline float ParticleDraw::GetTimeDelta() const
-{
- return m_fTimeDelta;
-}
-
-inline CMeshBuilder* ParticleDraw::GetMeshBuilder()
-{
- return m_pMeshBuilder;
-}
-
-#endif
-
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//
+//=============================================================================//
+// FIXME: Should we just pass the Particle draw members directly as
+// arguments to IParticleEffect::SimulateAndRender?
+
+// This file defines and implements the ParticleDraw class, which is used
+// by ParticleEffects to render particles. It simply stores render + simulation
+// state
+//
+
+#ifndef PARTICLEDRAW_H
+#define PARTICLEDRAW_H
+
+
+class IMaterial;
+class CMeshBuilder;
+class CParticleSubTexture;
+
+
+class ParticleDraw
+{
+friend class CParticleEffectBinding;
+
+public:
+
+ ParticleDraw();
+
+ void Init( CMeshBuilder *pMeshBuilder, IMaterial *pMaterial, float fTimeDelta );
+
+ // Time delta..
+ float GetTimeDelta() const;
+
+ // Get the material being used (mostly useful for getting the tcoord padding).
+ //IMaterial* GetPMaterial();
+
+ // This can return NULL if the particle system is only being simulated.
+ CMeshBuilder* GetMeshBuilder();
+
+ CParticleSubTexture *m_pSubTexture;
+
+private:
+ CMeshBuilder *m_pMeshBuilder;
+ IMaterial *m_pMaterial;
+ float m_fTimeDelta;
+};
+
+
+
+// ------------------------------------------------------------------------- //
+// Inlines
+// ------------------------------------------------------------------------- //
+
+inline ParticleDraw::ParticleDraw()
+{
+ m_pMaterial = 0;
+}
+
+inline void ParticleDraw::Init( CMeshBuilder *pMeshBuilder, IMaterial *pMaterial, float fTimeDelta )
+{
+ m_pMeshBuilder = pMeshBuilder;
+ m_pMaterial = pMaterial;
+ m_fTimeDelta = fTimeDelta;
+}
+
+inline float ParticleDraw::GetTimeDelta() const
+{
+ return m_fTimeDelta;
+}
+
+inline CMeshBuilder* ParticleDraw::GetMeshBuilder()
+{
+ return m_pMeshBuilder;
+}
+
+#endif
+