aboutsummaryrefslogtreecommitdiff
path: root/mp/src/game/client/timedevent.h
diff options
context:
space:
mode:
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/timedevent.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/timedevent.h')
-rw-r--r--mp/src/game/client/timedevent.h130
1 files changed, 65 insertions, 65 deletions
diff --git a/mp/src/game/client/timedevent.h b/mp/src/game/client/timedevent.h
index 1e1736a8..8c58be51 100644
--- a/mp/src/game/client/timedevent.h
+++ b/mp/src/game/client/timedevent.h
@@ -1,65 +1,65 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//=============================================================================//
-
-#ifndef TIMEDEVENT_H
-#define TIMEDEVENT_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-// This class triggers events at a specified rate. Just call NextEvent() and do an event until it
-// returns false. For example, if you want to spawn particles 10 times per second, do this:
-// pTimer->SetRate(10);
-// float tempDelta = fTimeDelta;
-// while(pTimer->NextEvent(tempDelta))
-// spawn a particle
-
-class TimedEvent
-{
-public:
- TimedEvent()
- {
- m_TimeBetweenEvents = -1;
- m_fNextEvent = 0;
- }
-
- // Rate is in events per second (ie: rate of 15 will trigger 15 events per second).
- inline void Init(float rate)
- {
- m_TimeBetweenEvents = 1.0f / rate;
- m_fNextEvent = 0;
- }
-
- inline void ResetRate(float rate)
- {
- m_TimeBetweenEvents = 1.0f / rate;
- }
-
- inline bool NextEvent(float &curDelta)
- {
- // If this goes off, you didn't call Init().
- Assert( m_TimeBetweenEvents != -1 );
-
- if(curDelta >= m_fNextEvent)
- {
- curDelta -= m_fNextEvent;
-
- m_fNextEvent = m_TimeBetweenEvents;
- return true;
- }
- else
- {
- m_fNextEvent -= curDelta;
- return false;
- }
- }
-
-private:
- float m_TimeBetweenEvents;
- float m_fNextEvent; // When the next event should be triggered.
-};
-
-#endif // TIMEDEVENT_H
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#ifndef TIMEDEVENT_H
+#define TIMEDEVENT_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+// This class triggers events at a specified rate. Just call NextEvent() and do an event until it
+// returns false. For example, if you want to spawn particles 10 times per second, do this:
+// pTimer->SetRate(10);
+// float tempDelta = fTimeDelta;
+// while(pTimer->NextEvent(tempDelta))
+// spawn a particle
+
+class TimedEvent
+{
+public:
+ TimedEvent()
+ {
+ m_TimeBetweenEvents = -1;
+ m_fNextEvent = 0;
+ }
+
+ // Rate is in events per second (ie: rate of 15 will trigger 15 events per second).
+ inline void Init(float rate)
+ {
+ m_TimeBetweenEvents = 1.0f / rate;
+ m_fNextEvent = 0;
+ }
+
+ inline void ResetRate(float rate)
+ {
+ m_TimeBetweenEvents = 1.0f / rate;
+ }
+
+ inline bool NextEvent(float &curDelta)
+ {
+ // If this goes off, you didn't call Init().
+ Assert( m_TimeBetweenEvents != -1 );
+
+ if(curDelta >= m_fNextEvent)
+ {
+ curDelta -= m_fNextEvent;
+
+ m_fNextEvent = m_TimeBetweenEvents;
+ return true;
+ }
+ else
+ {
+ m_fNextEvent -= curDelta;
+ return false;
+ }
+ }
+
+private:
+ float m_TimeBetweenEvents;
+ float m_fNextEvent; // When the next event should be triggered.
+};
+
+#endif // TIMEDEVENT_H