diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/client/particledraw.h | |
| parent | Mark some more files as text. (diff) | |
| download | source-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.h | 162 |
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 + |