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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/playerandobjectenumerator.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/playerandobjectenumerator.cpp')
-rw-r--r--mp/src/game/client/playerandobjectenumerator.cpp170
1 files changed, 85 insertions, 85 deletions
diff --git a/mp/src/game/client/playerandobjectenumerator.cpp b/mp/src/game/client/playerandobjectenumerator.cpp
index ff993b31..4868b50a 100644
--- a/mp/src/game/client/playerandobjectenumerator.cpp
+++ b/mp/src/game/client/playerandobjectenumerator.cpp
@@ -1,86 +1,86 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#include "cbase.h"
-#include "playerandobjectenumerator.h"
-#include "c_ai_basenpc.h"
-
-#ifdef INVASION_CLIENT_DLL
-#include "tf_shareddefs.h"
-#endif
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-// Enumator class for ragdolls being affected by explosive forces
-CPlayerAndObjectEnumerator::CPlayerAndObjectEnumerator( float radius )
-{
- m_flRadiusSquared = radius * radius;
- m_Objects.RemoveAll();
- m_pLocal = C_BasePlayer::GetLocalPlayer();
-}
-
-int CPlayerAndObjectEnumerator::GetObjectCount()
-{
- return m_Objects.Size();
-}
-
-C_BaseEntity *CPlayerAndObjectEnumerator::GetObject( int index )
-{
- if ( index < 0 || index >= GetObjectCount() )
- return NULL;
-
- return m_Objects[ index ];
-}
-
-// Actual work code
-IterationRetval_t CPlayerAndObjectEnumerator::EnumElement( IHandleEntity *pHandleEntity )
-{
- if ( !m_pLocal )
- return ITERATION_STOP;
-
- C_BaseEntity *pEnt = ClientEntityList().GetBaseEntityFromHandle( pHandleEntity->GetRefEHandle() );
- if ( pEnt == NULL )
- return ITERATION_CONTINUE;
-
- if ( pEnt == m_pLocal )
- return ITERATION_CONTINUE;
-
- if ( !pEnt->IsPlayer() &&
- !pEnt->IsNPC() )
- {
- return ITERATION_CONTINUE;
- }
-
- if ( pEnt->IsNPC() )
- {
- C_AI_BaseNPC *pNPC = (C_AI_BaseNPC *)pEnt;
-
- if ( !pNPC->ShouldAvoidObstacle() )
- return ITERATION_CONTINUE;
- }
-
- // Ignore vehicles, since they have vcollide collisions that's push me away
- if ( pEnt->GetCollisionGroup() == COLLISION_GROUP_VEHICLE )
- return ITERATION_CONTINUE;
-
-#ifdef INVASION_CLIENT_DLL
- // If it's solid to player movement, don't steer around it since we'll just bump into it
- if ( pEnt->GetCollisionGroup() == TFCOLLISION_GROUP_OBJECT_SOLIDTOPLAYERMOVEMENT )
- return ITERATION_CONTINUE;
-#endif
-
- Vector deltaPos = pEnt->GetAbsOrigin() - m_pLocal->GetAbsOrigin();
- if ( deltaPos.LengthSqr() > m_flRadiusSquared )
- return ITERATION_CONTINUE;
-
- CHandle< C_BaseEntity > h;
- h = pEnt;
- m_Objects.AddToTail( h );
-
- return ITERATION_CONTINUE;
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "cbase.h"
+#include "playerandobjectenumerator.h"
+#include "c_ai_basenpc.h"
+
+#ifdef INVASION_CLIENT_DLL
+#include "tf_shareddefs.h"
+#endif
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+// Enumator class for ragdolls being affected by explosive forces
+CPlayerAndObjectEnumerator::CPlayerAndObjectEnumerator( float radius )
+{
+ m_flRadiusSquared = radius * radius;
+ m_Objects.RemoveAll();
+ m_pLocal = C_BasePlayer::GetLocalPlayer();
+}
+
+int CPlayerAndObjectEnumerator::GetObjectCount()
+{
+ return m_Objects.Size();
+}
+
+C_BaseEntity *CPlayerAndObjectEnumerator::GetObject( int index )
+{
+ if ( index < 0 || index >= GetObjectCount() )
+ return NULL;
+
+ return m_Objects[ index ];
+}
+
+// Actual work code
+IterationRetval_t CPlayerAndObjectEnumerator::EnumElement( IHandleEntity *pHandleEntity )
+{
+ if ( !m_pLocal )
+ return ITERATION_STOP;
+
+ C_BaseEntity *pEnt = ClientEntityList().GetBaseEntityFromHandle( pHandleEntity->GetRefEHandle() );
+ if ( pEnt == NULL )
+ return ITERATION_CONTINUE;
+
+ if ( pEnt == m_pLocal )
+ return ITERATION_CONTINUE;
+
+ if ( !pEnt->IsPlayer() &&
+ !pEnt->IsNPC() )
+ {
+ return ITERATION_CONTINUE;
+ }
+
+ if ( pEnt->IsNPC() )
+ {
+ C_AI_BaseNPC *pNPC = (C_AI_BaseNPC *)pEnt;
+
+ if ( !pNPC->ShouldAvoidObstacle() )
+ return ITERATION_CONTINUE;
+ }
+
+ // Ignore vehicles, since they have vcollide collisions that's push me away
+ if ( pEnt->GetCollisionGroup() == COLLISION_GROUP_VEHICLE )
+ return ITERATION_CONTINUE;
+
+#ifdef INVASION_CLIENT_DLL
+ // If it's solid to player movement, don't steer around it since we'll just bump into it
+ if ( pEnt->GetCollisionGroup() == TFCOLLISION_GROUP_OBJECT_SOLIDTOPLAYERMOVEMENT )
+ return ITERATION_CONTINUE;
+#endif
+
+ Vector deltaPos = pEnt->GetAbsOrigin() - m_pLocal->GetAbsOrigin();
+ if ( deltaPos.LengthSqr() > m_flRadiusSquared )
+ return ITERATION_CONTINUE;
+
+ CHandle< C_BaseEntity > h;
+ h = pEnt;
+ m_Objects.AddToTail( h );
+
+ return ITERATION_CONTINUE;
} \ No newline at end of file