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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/hl2/basehlcombatweapon.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/hl2/basehlcombatweapon.h')
-rw-r--r--mp/src/game/server/hl2/basehlcombatweapon.h194
1 files changed, 97 insertions, 97 deletions
diff --git a/mp/src/game/server/hl2/basehlcombatweapon.h b/mp/src/game/server/hl2/basehlcombatweapon.h
index 0400c26a..7c431640 100644
--- a/mp/src/game/server/hl2/basehlcombatweapon.h
+++ b/mp/src/game/server/hl2/basehlcombatweapon.h
@@ -1,97 +1,97 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//=============================================================================//
-
-#include "basehlcombatweapon_shared.h"
-
-#ifndef BASEHLCOMBATWEAPON_H
-#define BASEHLCOMBATWEAPON_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-//=========================================================
-// Machine gun base class
-//=========================================================
-abstract_class CHLMachineGun : public CBaseHLCombatWeapon
-{
-public:
- DECLARE_CLASS( CHLMachineGun, CBaseHLCombatWeapon );
- DECLARE_DATADESC();
-
- CHLMachineGun();
-
- DECLARE_SERVERCLASS();
-
- void PrimaryAttack( void );
-
- // Default calls through to m_hOwner, but plasma weapons can override and shoot projectiles here.
- virtual void ItemPostFrame( void );
- virtual void FireBullets( const FireBulletsInfo_t &info );
- virtual float GetFireRate( void ) = 0;
- virtual int WeaponRangeAttack1Condition( float flDot, float flDist );
- virtual bool Deploy( void );
-
- virtual const Vector &GetBulletSpread( void );
-
- int WeaponSoundRealtime( WeaponSound_t shoot_type );
-
- // utility function
- static void DoMachineGunKick( CBasePlayer *pPlayer, float dampEasy, float maxVerticleKickAngle, float fireDurationTime, float slideLimitTime );
-
-protected:
-
- int m_nShotsFired; // Number of consecutive shots fired
-
- float m_flNextSoundTime; // real-time clock of when to make next sound
-};
-
-//=========================================================
-// Machine guns capable of switching between full auto and
-// burst fire modes.
-//=========================================================
-// Mode settings for select fire weapons
-enum
-{
- FIREMODE_FULLAUTO = 1,
- FIREMODE_SEMI,
- FIREMODE_3RNDBURST,
-};
-
-//=========================================================
-// >> CHLSelectFireMachineGun
-//=========================================================
-class CHLSelectFireMachineGun : public CHLMachineGun
-{
- DECLARE_CLASS( CHLSelectFireMachineGun, CHLMachineGun );
-public:
-
- CHLSelectFireMachineGun( void );
-
- DECLARE_SERVERCLASS();
-
- virtual float GetBurstCycleRate( void );
- virtual float GetFireRate( void );
-
- virtual bool Deploy( void );
- virtual void WeaponSound( WeaponSound_t shoot_type, float soundtime = 0.0f );
-
- DECLARE_DATADESC();
-
- virtual int GetBurstSize( void ) { return 3; };
-
- void BurstThink( void );
-
- virtual void PrimaryAttack( void );
- virtual void SecondaryAttack( void );
-
- virtual int WeaponRangeAttack1Condition( float flDot, float flDist );
- virtual int WeaponRangeAttack2Condition( float flDot, float flDist );
-
-protected:
- int m_iBurstSize;
- int m_iFireMode;
-};
-#endif // BASEHLCOMBATWEAPON_H
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "basehlcombatweapon_shared.h"
+
+#ifndef BASEHLCOMBATWEAPON_H
+#define BASEHLCOMBATWEAPON_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+//=========================================================
+// Machine gun base class
+//=========================================================
+abstract_class CHLMachineGun : public CBaseHLCombatWeapon
+{
+public:
+ DECLARE_CLASS( CHLMachineGun, CBaseHLCombatWeapon );
+ DECLARE_DATADESC();
+
+ CHLMachineGun();
+
+ DECLARE_SERVERCLASS();
+
+ void PrimaryAttack( void );
+
+ // Default calls through to m_hOwner, but plasma weapons can override and shoot projectiles here.
+ virtual void ItemPostFrame( void );
+ virtual void FireBullets( const FireBulletsInfo_t &info );
+ virtual float GetFireRate( void ) = 0;
+ virtual int WeaponRangeAttack1Condition( float flDot, float flDist );
+ virtual bool Deploy( void );
+
+ virtual const Vector &GetBulletSpread( void );
+
+ int WeaponSoundRealtime( WeaponSound_t shoot_type );
+
+ // utility function
+ static void DoMachineGunKick( CBasePlayer *pPlayer, float dampEasy, float maxVerticleKickAngle, float fireDurationTime, float slideLimitTime );
+
+protected:
+
+ int m_nShotsFired; // Number of consecutive shots fired
+
+ float m_flNextSoundTime; // real-time clock of when to make next sound
+};
+
+//=========================================================
+// Machine guns capable of switching between full auto and
+// burst fire modes.
+//=========================================================
+// Mode settings for select fire weapons
+enum
+{
+ FIREMODE_FULLAUTO = 1,
+ FIREMODE_SEMI,
+ FIREMODE_3RNDBURST,
+};
+
+//=========================================================
+// >> CHLSelectFireMachineGun
+//=========================================================
+class CHLSelectFireMachineGun : public CHLMachineGun
+{
+ DECLARE_CLASS( CHLSelectFireMachineGun, CHLMachineGun );
+public:
+
+ CHLSelectFireMachineGun( void );
+
+ DECLARE_SERVERCLASS();
+
+ virtual float GetBurstCycleRate( void );
+ virtual float GetFireRate( void );
+
+ virtual bool Deploy( void );
+ virtual void WeaponSound( WeaponSound_t shoot_type, float soundtime = 0.0f );
+
+ DECLARE_DATADESC();
+
+ virtual int GetBurstSize( void ) { return 3; };
+
+ void BurstThink( void );
+
+ virtual void PrimaryAttack( void );
+ virtual void SecondaryAttack( void );
+
+ virtual int WeaponRangeAttack1Condition( float flDot, float flDist );
+ virtual int WeaponRangeAttack2Condition( float flDot, float flDist );
+
+protected:
+ int m_iBurstSize;
+ int m_iFireMode;
+};
+#endif // BASEHLCOMBATWEAPON_H