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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/server/fish.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/server/fish.h')
-rw-r--r--mp/src/game/server/fish.h280
1 files changed, 140 insertions, 140 deletions
diff --git a/mp/src/game/server/fish.h b/mp/src/game/server/fish.h
index ccd5f0aa..6eb7e64d 100644
--- a/mp/src/game/server/fish.h
+++ b/mp/src/game/server/fish.h
@@ -1,140 +1,140 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//
-//=============================================================================//
-// fish.h
-// Simple fish behavior
-// Author: Michael S. Booth, April 2005
-
-#ifndef _FISH_H_
-#define _FISH_H_
-
-#include "baseanimating.h"
-#include "GameEventListener.h"
-
-class CFishPool;
-
-//----------------------------------------------------------------------------------------------
-/**
- * Simple ambient fish
- */
-class CFish : public CBaseAnimating
-{
-public:
- DECLARE_CLASS( CFish, CBaseAnimating );
- DECLARE_SERVERCLASS();
- DECLARE_DATADESC();
-
- CFish( void );
- virtual ~CFish();
-
- void Initialize( CFishPool *pool, unsigned int id );
-
- virtual void Spawn( void );
-
- virtual void Event_Killed( const CTakeDamageInfo &info );
- virtual void Touch( CBaseEntity *other ); ///< in contact with "other"
-
- void Update( float deltaT ); ///< invoked each server tick
-
- void FlockTo( CFish *other, float amount ); ///< influence my motion to flock with other nearby fish
- float Avoid( void );
- void Panic( void ); ///< panic for awhile
-
- void ResetVisible( void ); ///< zero the visible vector
- void AddVisible( CFish *fish ); ///< add this fish to our visible vector
-
-private:
- friend void SendProxy_FishOriginX( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID );
- friend void SendProxy_FishOriginY( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID );
-
- CHandle<CFishPool> m_pool; ///< the pool we are in
- unsigned int m_id; ///< our unique ID
-
- CNetworkVar( float, m_x ); ///< have to send position coordinates separately since Z is unused
- CNetworkVar( float, m_y ); ///< have to send position coordinates separately since Z is unused
- CNetworkVar( float, m_z ); ///< only sent once since fish always swim at the same depth
-
- CNetworkVar( float, m_angle ); ///< only yaw changes
- float m_angleChange;
- Vector m_forward;
- Vector m_perp;
-
- CNetworkVar( Vector, m_poolOrigin ); ///< used to efficiently network our relative position
- CNetworkVar( float, m_waterLevel );
-
- float m_speed;
- float m_desiredSpeed;
-
- float m_calmSpeed; ///< speed the fish moves when calm
- float m_panicSpeed; ///< speed the fish moves when panicked
-
- float m_avoidRange; ///< range to avoid obstacles
-
- CountdownTimer m_turnTimer; ///< every so often our turn preference changes
- bool m_turnClockwise; ///< if true this fish prefers to turn clockwise, else CCW
-
- CountdownTimer m_goTimer; ///< start the fish moving when timer elapses
- CountdownTimer m_moveTimer; ///< dont decay speed while we are moving
- CountdownTimer m_panicTimer; ///< if active, fish is panicked
- CountdownTimer m_disperseTimer; ///< initial non-flocking time
-
- CUtlVector< CFish * > m_visible; ///< vector of fish that we can see
-};
-
-
-//----------------------------------------------------------------------------------------------
-/**
- * This class defines a volume of water where a number of CFish swim
- */
-class CFishPool : public CBaseEntity, public CGameEventListener
-{
-public:
- DECLARE_CLASS( CFishPool, CBaseEntity );
- DECLARE_DATADESC();
-
- CFishPool( void );
-
- virtual void Spawn();
-
- virtual bool KeyValue( const char *szKeyName, const char *szValue );
-
- virtual void FireGameEvent( IGameEvent *event );
-
- void Update( void ); ///< invoked each server tick
-
- float GetWaterLevel( void ) const; ///< return Z coordinate of water in world coords
- float GetMaxRange( void ) const; ///< return how far a fish is allowed to wander
-
-private:
- int m_fishCount; ///< number of fish in the pool
- float m_maxRange; ///< how far a fish is allowed to wander
- float m_swimDepth; ///< the depth the fish swim below the water surface
-
- float m_waterLevel; ///< Z of water surface
-
- bool m_isDormant;
-
- CUtlVector< CHandle<CFish> > m_fishes; ///< vector of all fish in this pool
-
- CountdownTimer m_visTimer; ///< for throttling line of sight checks between all fish
-};
-
-
-inline float CFishPool::GetMaxRange( void ) const
-{
- return m_maxRange;
-}
-
-
-inline float CFishPool::GetWaterLevel( void ) const
-{
- return m_waterLevel;
-}
-
-
-#endif // _FISH_H_
-
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//
+//=============================================================================//
+// fish.h
+// Simple fish behavior
+// Author: Michael S. Booth, April 2005
+
+#ifndef _FISH_H_
+#define _FISH_H_
+
+#include "baseanimating.h"
+#include "GameEventListener.h"
+
+class CFishPool;
+
+//----------------------------------------------------------------------------------------------
+/**
+ * Simple ambient fish
+ */
+class CFish : public CBaseAnimating
+{
+public:
+ DECLARE_CLASS( CFish, CBaseAnimating );
+ DECLARE_SERVERCLASS();
+ DECLARE_DATADESC();
+
+ CFish( void );
+ virtual ~CFish();
+
+ void Initialize( CFishPool *pool, unsigned int id );
+
+ virtual void Spawn( void );
+
+ virtual void Event_Killed( const CTakeDamageInfo &info );
+ virtual void Touch( CBaseEntity *other ); ///< in contact with "other"
+
+ void Update( float deltaT ); ///< invoked each server tick
+
+ void FlockTo( CFish *other, float amount ); ///< influence my motion to flock with other nearby fish
+ float Avoid( void );
+ void Panic( void ); ///< panic for awhile
+
+ void ResetVisible( void ); ///< zero the visible vector
+ void AddVisible( CFish *fish ); ///< add this fish to our visible vector
+
+private:
+ friend void SendProxy_FishOriginX( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID );
+ friend void SendProxy_FishOriginY( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID );
+
+ CHandle<CFishPool> m_pool; ///< the pool we are in
+ unsigned int m_id; ///< our unique ID
+
+ CNetworkVar( float, m_x ); ///< have to send position coordinates separately since Z is unused
+ CNetworkVar( float, m_y ); ///< have to send position coordinates separately since Z is unused
+ CNetworkVar( float, m_z ); ///< only sent once since fish always swim at the same depth
+
+ CNetworkVar( float, m_angle ); ///< only yaw changes
+ float m_angleChange;
+ Vector m_forward;
+ Vector m_perp;
+
+ CNetworkVar( Vector, m_poolOrigin ); ///< used to efficiently network our relative position
+ CNetworkVar( float, m_waterLevel );
+
+ float m_speed;
+ float m_desiredSpeed;
+
+ float m_calmSpeed; ///< speed the fish moves when calm
+ float m_panicSpeed; ///< speed the fish moves when panicked
+
+ float m_avoidRange; ///< range to avoid obstacles
+
+ CountdownTimer m_turnTimer; ///< every so often our turn preference changes
+ bool m_turnClockwise; ///< if true this fish prefers to turn clockwise, else CCW
+
+ CountdownTimer m_goTimer; ///< start the fish moving when timer elapses
+ CountdownTimer m_moveTimer; ///< dont decay speed while we are moving
+ CountdownTimer m_panicTimer; ///< if active, fish is panicked
+ CountdownTimer m_disperseTimer; ///< initial non-flocking time
+
+ CUtlVector< CFish * > m_visible; ///< vector of fish that we can see
+};
+
+
+//----------------------------------------------------------------------------------------------
+/**
+ * This class defines a volume of water where a number of CFish swim
+ */
+class CFishPool : public CBaseEntity, public CGameEventListener
+{
+public:
+ DECLARE_CLASS( CFishPool, CBaseEntity );
+ DECLARE_DATADESC();
+
+ CFishPool( void );
+
+ virtual void Spawn();
+
+ virtual bool KeyValue( const char *szKeyName, const char *szValue );
+
+ virtual void FireGameEvent( IGameEvent *event );
+
+ void Update( void ); ///< invoked each server tick
+
+ float GetWaterLevel( void ) const; ///< return Z coordinate of water in world coords
+ float GetMaxRange( void ) const; ///< return how far a fish is allowed to wander
+
+private:
+ int m_fishCount; ///< number of fish in the pool
+ float m_maxRange; ///< how far a fish is allowed to wander
+ float m_swimDepth; ///< the depth the fish swim below the water surface
+
+ float m_waterLevel; ///< Z of water surface
+
+ bool m_isDormant;
+
+ CUtlVector< CHandle<CFish> > m_fishes; ///< vector of all fish in this pool
+
+ CountdownTimer m_visTimer; ///< for throttling line of sight checks between all fish
+};
+
+
+inline float CFishPool::GetMaxRange( void ) const
+{
+ return m_maxRange;
+}
+
+
+inline float CFishPool::GetWaterLevel( void ) const
+{
+ return m_waterLevel;
+}
+
+
+#endif // _FISH_H_
+