aboutsummaryrefslogtreecommitdiff
path: root/mp/src/game/server/hl2/weapon_molotov.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/server/hl2/weapon_molotov.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/weapon_molotov.h')
-rw-r--r--mp/src/game/server/hl2/weapon_molotov.h130
1 files changed, 65 insertions, 65 deletions
diff --git a/mp/src/game/server/hl2/weapon_molotov.h b/mp/src/game/server/hl2/weapon_molotov.h
index 565fdb3c..a54f02bc 100644
--- a/mp/src/game/server/hl2/weapon_molotov.h
+++ b/mp/src/game/server/hl2/weapon_molotov.h
@@ -1,65 +1,65 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Molotov weapon
-//
-// $Workfile: $
-// $Date: $
-//
-//-----------------------------------------------------------------------------
-// $Log: $
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#include "basehlcombatweapon.h"
-
-#ifndef WEAPON_MOLOTOV_H
-#define WEAPON_MOLOTOV_H
-
-class CGrenade_Molotov;
-
-class CWeaponMolotov : public CBaseHLCombatWeapon
-{
-public:
- DECLARE_CLASS( CWeaponMolotov, CBaseHLCombatWeapon );
-
- DECLARE_SERVERCLASS();
-
-private:
- int m_nNumAmmoTypes;
- bool m_bNeedDraw;
- int m_iThrowBits; // Save the current throw bits state
- float m_fNextThrowCheck; // When to check throw ability next
- Vector m_vecTossVelocity;
-
-public:
-
- void Precache( void );
- void Spawn( void );
-
- void DrawAmmo( void );
-
- virtual int WeaponRangeAttack1Condition( float flDot, float flDist );
- virtual bool WeaponLOSCondition(const Vector &ownerPos, const Vector &targetPos, bool bSetConditions);
-
- void SetPickupTouch( void );
- void MolotovTouch( CBaseEntity *pOther ); // default weapon touch
-
- int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
-
- bool ObjectInWay( void );
-
- void ThrowMolotov( const Vector &vecSrc, const Vector &vecVelocity);
- void ItemPostFrame( void );
- void PrimaryAttack( void );
- void SecondaryAttack( void );
-
- void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
-
- DECLARE_ACTTABLE();
- DECLARE_DATADESC();
-
- CWeaponMolotov(void);
-};
-
-#endif //WEAPON_MOLOTOV_H
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Molotov weapon
+//
+// $Workfile: $
+// $Date: $
+//
+//-----------------------------------------------------------------------------
+// $Log: $
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "basehlcombatweapon.h"
+
+#ifndef WEAPON_MOLOTOV_H
+#define WEAPON_MOLOTOV_H
+
+class CGrenade_Molotov;
+
+class CWeaponMolotov : public CBaseHLCombatWeapon
+{
+public:
+ DECLARE_CLASS( CWeaponMolotov, CBaseHLCombatWeapon );
+
+ DECLARE_SERVERCLASS();
+
+private:
+ int m_nNumAmmoTypes;
+ bool m_bNeedDraw;
+ int m_iThrowBits; // Save the current throw bits state
+ float m_fNextThrowCheck; // When to check throw ability next
+ Vector m_vecTossVelocity;
+
+public:
+
+ void Precache( void );
+ void Spawn( void );
+
+ void DrawAmmo( void );
+
+ virtual int WeaponRangeAttack1Condition( float flDot, float flDist );
+ virtual bool WeaponLOSCondition(const Vector &ownerPos, const Vector &targetPos, bool bSetConditions);
+
+ void SetPickupTouch( void );
+ void MolotovTouch( CBaseEntity *pOther ); // default weapon touch
+
+ int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
+
+ bool ObjectInWay( void );
+
+ void ThrowMolotov( const Vector &vecSrc, const Vector &vecVelocity);
+ void ItemPostFrame( void );
+ void PrimaryAttack( void );
+ void SecondaryAttack( void );
+
+ void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
+
+ DECLARE_ACTTABLE();
+ DECLARE_DATADESC();
+
+ CWeaponMolotov(void);
+};
+
+#endif //WEAPON_MOLOTOV_H