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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/logicauto.cpp
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/logicauto.cpp')
-rw-r--r--mp/src/game/server/logicauto.cpp254
1 files changed, 127 insertions, 127 deletions
diff --git a/mp/src/game/server/logicauto.cpp b/mp/src/game/server/logicauto.cpp
index 3b31f36b..af711dbe 100644
--- a/mp/src/game/server/logicauto.cpp
+++ b/mp/src/game/server/logicauto.cpp
@@ -1,127 +1,127 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Fires an output when the map spawns (or respawns if not set to
-// only fire once). It can be set to check a global state before firing.
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#include "cbase.h"
-#include "entityinput.h"
-#include "entityoutput.h"
-#include "eventqueue.h"
-#include "mathlib/mathlib.h"
-#include "globalstate.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-const int SF_AUTO_FIREONCE = 0x01;
-const int SF_AUTO_FIREONRELOAD = 0x02;
-
-
-class CLogicAuto : public CBaseEntity
-{
-public:
- DECLARE_CLASS( CLogicAuto, CBaseEntity );
-
- void Activate(void);
- void Think(void);
-
- int ObjectCaps(void) { return BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
-
- DECLARE_DATADESC();
-
-private:
-
- // fired no matter why the map loaded
- COutputEvent m_OnMapSpawn;
-
- // fired for specified types of map loads
- COutputEvent m_OnNewGame;
- COutputEvent m_OnLoadGame;
- COutputEvent m_OnMapTransition;
- COutputEvent m_OnBackgroundMap;
- COutputEvent m_OnMultiNewMap;
- COutputEvent m_OnMultiNewRound;
-
- string_t m_globalstate;
-};
-
-LINK_ENTITY_TO_CLASS(logic_auto, CLogicAuto);
-
-
-BEGIN_DATADESC( CLogicAuto )
-
- DEFINE_KEYFIELD(m_globalstate, FIELD_STRING, "globalstate"),
-
- // Outputs
- DEFINE_OUTPUT(m_OnMapSpawn, "OnMapSpawn"),
- DEFINE_OUTPUT(m_OnNewGame, "OnNewGame"),
- DEFINE_OUTPUT(m_OnLoadGame, "OnLoadGame"),
- DEFINE_OUTPUT(m_OnMapTransition, "OnMapTransition"),
- DEFINE_OUTPUT(m_OnBackgroundMap, "OnBackgroundMap"),
- DEFINE_OUTPUT(m_OnMultiNewMap, "OnMultiNewMap" ),
- DEFINE_OUTPUT(m_OnMultiNewRound, "OnMultiNewRound" ),
-
-END_DATADESC()
-
-
-//------------------------------------------------------------------------------
-// Purpose : Fire my outputs here if I fire on map reload
-//------------------------------------------------------------------------------
-void CLogicAuto::Activate(void)
-{
- BaseClass::Activate();
- SetNextThink( gpGlobals->curtime + 0.2 );
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Called shortly after level spawn. Checks the global state and fires
-// targets if the global state is set or if there is not global state
-// to check.
-//-----------------------------------------------------------------------------
-void CLogicAuto::Think(void)
-{
- if (!m_globalstate || GlobalEntity_GetState(m_globalstate) == GLOBAL_ON)
- {
- if (gpGlobals->eLoadType == MapLoad_Transition)
- {
- m_OnMapTransition.FireOutput(NULL, this);
- }
- else if (gpGlobals->eLoadType == MapLoad_NewGame)
- {
- m_OnNewGame.FireOutput(NULL, this);
- }
- else if (gpGlobals->eLoadType == MapLoad_LoadGame)
- {
- m_OnLoadGame.FireOutput(NULL, this);
- }
- else if (gpGlobals->eLoadType == MapLoad_Background)
- {
- m_OnBackgroundMap.FireOutput(NULL, this);
- }
-
- m_OnMapSpawn.FireOutput(NULL, this);
-
- if ( g_pGameRules->IsMultiplayer() )
- {
- // In multiplayer, fire the new map / round events.
- if ( g_pGameRules->InRoundRestart() )
- {
- m_OnMultiNewRound.FireOutput(NULL, this);
- }
- else
- {
- m_OnMultiNewMap.FireOutput(NULL, this);
- }
- }
-
- if (m_spawnflags & SF_AUTO_FIREONCE)
- {
- UTIL_Remove(this);
- }
- }
-}
-
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Fires an output when the map spawns (or respawns if not set to
+// only fire once). It can be set to check a global state before firing.
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "cbase.h"
+#include "entityinput.h"
+#include "entityoutput.h"
+#include "eventqueue.h"
+#include "mathlib/mathlib.h"
+#include "globalstate.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+const int SF_AUTO_FIREONCE = 0x01;
+const int SF_AUTO_FIREONRELOAD = 0x02;
+
+
+class CLogicAuto : public CBaseEntity
+{
+public:
+ DECLARE_CLASS( CLogicAuto, CBaseEntity );
+
+ void Activate(void);
+ void Think(void);
+
+ int ObjectCaps(void) { return BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
+
+ DECLARE_DATADESC();
+
+private:
+
+ // fired no matter why the map loaded
+ COutputEvent m_OnMapSpawn;
+
+ // fired for specified types of map loads
+ COutputEvent m_OnNewGame;
+ COutputEvent m_OnLoadGame;
+ COutputEvent m_OnMapTransition;
+ COutputEvent m_OnBackgroundMap;
+ COutputEvent m_OnMultiNewMap;
+ COutputEvent m_OnMultiNewRound;
+
+ string_t m_globalstate;
+};
+
+LINK_ENTITY_TO_CLASS(logic_auto, CLogicAuto);
+
+
+BEGIN_DATADESC( CLogicAuto )
+
+ DEFINE_KEYFIELD(m_globalstate, FIELD_STRING, "globalstate"),
+
+ // Outputs
+ DEFINE_OUTPUT(m_OnMapSpawn, "OnMapSpawn"),
+ DEFINE_OUTPUT(m_OnNewGame, "OnNewGame"),
+ DEFINE_OUTPUT(m_OnLoadGame, "OnLoadGame"),
+ DEFINE_OUTPUT(m_OnMapTransition, "OnMapTransition"),
+ DEFINE_OUTPUT(m_OnBackgroundMap, "OnBackgroundMap"),
+ DEFINE_OUTPUT(m_OnMultiNewMap, "OnMultiNewMap" ),
+ DEFINE_OUTPUT(m_OnMultiNewRound, "OnMultiNewRound" ),
+
+END_DATADESC()
+
+
+//------------------------------------------------------------------------------
+// Purpose : Fire my outputs here if I fire on map reload
+//------------------------------------------------------------------------------
+void CLogicAuto::Activate(void)
+{
+ BaseClass::Activate();
+ SetNextThink( gpGlobals->curtime + 0.2 );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Called shortly after level spawn. Checks the global state and fires
+// targets if the global state is set or if there is not global state
+// to check.
+//-----------------------------------------------------------------------------
+void CLogicAuto::Think(void)
+{
+ if (!m_globalstate || GlobalEntity_GetState(m_globalstate) == GLOBAL_ON)
+ {
+ if (gpGlobals->eLoadType == MapLoad_Transition)
+ {
+ m_OnMapTransition.FireOutput(NULL, this);
+ }
+ else if (gpGlobals->eLoadType == MapLoad_NewGame)
+ {
+ m_OnNewGame.FireOutput(NULL, this);
+ }
+ else if (gpGlobals->eLoadType == MapLoad_LoadGame)
+ {
+ m_OnLoadGame.FireOutput(NULL, this);
+ }
+ else if (gpGlobals->eLoadType == MapLoad_Background)
+ {
+ m_OnBackgroundMap.FireOutput(NULL, this);
+ }
+
+ m_OnMapSpawn.FireOutput(NULL, this);
+
+ if ( g_pGameRules->IsMultiplayer() )
+ {
+ // In multiplayer, fire the new map / round events.
+ if ( g_pGameRules->InRoundRestart() )
+ {
+ m_OnMultiNewRound.FireOutput(NULL, this);
+ }
+ else
+ {
+ m_OnMultiNewMap.FireOutput(NULL, this);
+ }
+ }
+
+ if (m_spawnflags & SF_AUTO_FIREONCE)
+ {
+ UTIL_Remove(this);
+ }
+ }
+}
+