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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/weapon_physcannon.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_physcannon.h')
-rw-r--r--mp/src/game/server/hl2/weapon_physcannon.h66
1 files changed, 33 insertions, 33 deletions
diff --git a/mp/src/game/server/hl2/weapon_physcannon.h b/mp/src/game/server/hl2/weapon_physcannon.h
index 9a51e2d6..d7ce48ee 100644
--- a/mp/src/game/server/hl2/weapon_physcannon.h
+++ b/mp/src/game/server/hl2/weapon_physcannon.h
@@ -1,33 +1,33 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//=============================================================================//
-
-#ifndef WEAPON_PHYSCANNON_H
-#define WEAPON_PHYSCANNON_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-
-
-//-----------------------------------------------------------------------------
-// Do we have the super-phys gun?
-//-----------------------------------------------------------------------------
-bool PlayerHasMegaPhysCannon();
-
-// force the physcannon to drop an object (if carried)
-void PhysCannonForceDrop( CBaseCombatWeapon *pActiveWeapon, CBaseEntity *pOnlyIfHoldingThis );
-void PhysCannonBeginUpgrade( CBaseAnimating *pAnim );
-
-bool PlayerPickupControllerIsHoldingEntity( CBaseEntity *pPickupController, CBaseEntity *pHeldEntity );
-float PlayerPickupGetHeldObjectMass( CBaseEntity *pPickupControllerEntity, IPhysicsObject *pHeldObject );
-float PhysCannonGetHeldObjectMass( CBaseCombatWeapon *pActiveWeapon, IPhysicsObject *pHeldObject );
-
-CBaseEntity *PhysCannonGetHeldEntity( CBaseCombatWeapon *pActiveWeapon );
-CBaseEntity *GetPlayerHeldEntity( CBasePlayer *pPlayer );
-
-bool PhysCannonAccountableForObject( CBaseCombatWeapon *pPhysCannon, CBaseEntity *pObject );
-
-#endif // WEAPON_PHYSCANNON_H
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#ifndef WEAPON_PHYSCANNON_H
+#define WEAPON_PHYSCANNON_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+
+
+//-----------------------------------------------------------------------------
+// Do we have the super-phys gun?
+//-----------------------------------------------------------------------------
+bool PlayerHasMegaPhysCannon();
+
+// force the physcannon to drop an object (if carried)
+void PhysCannonForceDrop( CBaseCombatWeapon *pActiveWeapon, CBaseEntity *pOnlyIfHoldingThis );
+void PhysCannonBeginUpgrade( CBaseAnimating *pAnim );
+
+bool PlayerPickupControllerIsHoldingEntity( CBaseEntity *pPickupController, CBaseEntity *pHeldEntity );
+float PlayerPickupGetHeldObjectMass( CBaseEntity *pPickupControllerEntity, IPhysicsObject *pHeldObject );
+float PhysCannonGetHeldObjectMass( CBaseCombatWeapon *pActiveWeapon, IPhysicsObject *pHeldObject );
+
+CBaseEntity *PhysCannonGetHeldEntity( CBaseCombatWeapon *pActiveWeapon );
+CBaseEntity *GetPlayerHeldEntity( CBasePlayer *pPlayer );
+
+bool PhysCannonAccountableForObject( CBaseCombatWeapon *pPhysCannon, CBaseEntity *pObject );
+
+#endif // WEAPON_PHYSCANNON_H