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| 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/timedevent.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/timedevent.h')
| -rw-r--r-- | mp/src/game/client/timedevent.h | 130 |
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 |