diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/scriptedtarget.h | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/server/scriptedtarget.h')
| -rw-r--r-- | mp/src/game/server/scriptedtarget.h | 128 |
1 files changed, 64 insertions, 64 deletions
diff --git a/mp/src/game/server/scriptedtarget.h b/mp/src/game/server/scriptedtarget.h index 1a6a1be5..4f1c1e0d 100644 --- a/mp/src/game/server/scriptedtarget.h +++ b/mp/src/game/server/scriptedtarget.h @@ -1,64 +1,64 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#ifndef SCRIPTEDTARGET_H
-#define SCRIPTEDTARGET_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-#ifndef SCRIPTEVENT_H
-#include "scriptevent.h"
-#endif
-
-#include "ai_basenpc.h"
-
-class CScriptedTarget : public CAI_BaseNPC
-{
- DECLARE_CLASS( CScriptedTarget, CAI_BaseNPC );
-public:
- DECLARE_DATADESC();
-
- void Spawn( void );
- virtual int ObjectCaps( void ) { return (BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); }
-
-
- void ScriptThink( void );
- CBaseEntity* FindEntity( void );
-
- void TurnOn(void);
- void TurnOff(void);
-
- // Input handlers
- void InputEnable( inputdata_t &inputdata );
- void InputDisable( inputdata_t &inputdata );
-
- CScriptedTarget* NextScriptedTarget(void);
- float MoveSpeed(void) { return m_nMoveSpeed; };
- float EffectDuration(void) { return m_flEffectDuration; };
-
- int DrawDebugTextOverlays(void);
- void DrawDebugGeometryOverlays(void);
- float PercentComplete(void);
-
- Vector m_vLastPosition; // Last position that's been reached
-
-private:
- int m_iDisabled; // Initial state
- string_t m_iszEntity; // entity that is wanted for this script
- float m_flRadius; // range to search
-
- int m_nMoveSpeed; // How fast do I burn from target to target
- float m_flPauseDuration; // How long to pause at this target
- float m_flPauseDoneTime; // When is pause over
- float m_flEffectDuration; // How long should any associated effect last?
-
- COutputEvent m_AtTarget; // Fired when scripted target has been reached
- COutputEvent m_LeaveTarget; // Fired when scripted target is left
-};
-
-#endif // SCRIPTEDTARGET_H
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#ifndef SCRIPTEDTARGET_H +#define SCRIPTEDTARGET_H +#ifdef _WIN32 +#pragma once +#endif + +#ifndef SCRIPTEVENT_H +#include "scriptevent.h" +#endif + +#include "ai_basenpc.h" + +class CScriptedTarget : public CAI_BaseNPC +{ + DECLARE_CLASS( CScriptedTarget, CAI_BaseNPC ); +public: + DECLARE_DATADESC(); + + void Spawn( void ); + virtual int ObjectCaps( void ) { return (BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); } + + + void ScriptThink( void ); + CBaseEntity* FindEntity( void ); + + void TurnOn(void); + void TurnOff(void); + + // Input handlers + void InputEnable( inputdata_t &inputdata ); + void InputDisable( inputdata_t &inputdata ); + + CScriptedTarget* NextScriptedTarget(void); + float MoveSpeed(void) { return m_nMoveSpeed; }; + float EffectDuration(void) { return m_flEffectDuration; }; + + int DrawDebugTextOverlays(void); + void DrawDebugGeometryOverlays(void); + float PercentComplete(void); + + Vector m_vLastPosition; // Last position that's been reached + +private: + int m_iDisabled; // Initial state + string_t m_iszEntity; // entity that is wanted for this script + float m_flRadius; // range to search + + int m_nMoveSpeed; // How fast do I burn from target to target + float m_flPauseDuration; // How long to pause at this target + float m_flPauseDoneTime; // When is pause over + float m_flEffectDuration; // How long should any associated effect last? + + COutputEvent m_AtTarget; // Fired when scripted target has been reached + COutputEvent m_LeaveTarget; // Fired when scripted target is left +}; + +#endif // SCRIPTEDTARGET_H |