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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/sdk/sdk_player.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/sdk/sdk_player.h')
-rw-r--r--mp/src/game/server/sdk/sdk_player.h202
1 files changed, 101 insertions, 101 deletions
diff --git a/mp/src/game/server/sdk/sdk_player.h b/mp/src/game/server/sdk/sdk_player.h
index efac7ec1..cb93a037 100644
--- a/mp/src/game/server/sdk/sdk_player.h
+++ b/mp/src/game/server/sdk/sdk_player.h
@@ -1,101 +1,101 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Player for SDK Game
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#ifndef SDK_PLAYER_H
-#define SDK_PLAYER_H
-#pragma once
-
-
-#include "player.h"
-#include "server_class.h"
-#include "sdk_playeranimstate.h"
-#include "sdk_shareddefs.h"
-
-
-//=============================================================================
-// >> SDK Game player
-//=============================================================================
-class CSDKPlayer : public CBasePlayer, public ISDKPlayerAnimStateHelpers
-{
-public:
- DECLARE_CLASS( CSDKPlayer, CBasePlayer );
- DECLARE_SERVERCLASS();
- DECLARE_PREDICTABLE();
- DECLARE_DATADESC();
-
- CSDKPlayer();
- ~CSDKPlayer();
-
- static CSDKPlayer *CreatePlayer( const char *className, edict_t *ed );
- static CSDKPlayer* Instance( int iEnt );
-
- // This passes the event to the client's and server's CPlayerAnimState.
- void DoAnimationEvent( PlayerAnimEvent_t event, int nData = 0 );
-
- virtual void FlashlightTurnOn( void );
- virtual void FlashlightTurnOff( void );
- virtual int FlashlightIsOn( void );
-
- virtual void PreThink();
- virtual void PostThink();
- virtual void Spawn();
- virtual void InitialSpawn();
- virtual void Precache();
- virtual void Event_Killed( const CTakeDamageInfo &info );
- virtual void LeaveVehicle( const Vector &vecExitPoint, const QAngle &vecExitAngles );
-
- CWeaponSDKBase* GetActiveSDKWeapon() const;
- virtual void CreateViewModel( int viewmodelindex = 0 );
-
- virtual void CheatImpulseCommands( int iImpulse );
-
- CNetworkVar( int, m_iThrowGrenadeCounter ); // used to trigger grenade throw animations.
- CNetworkQAngle( m_angEyeAngles ); // Copied from EyeAngles() so we can send it to the client.
- CNetworkVar( int, m_iShotsFired ); // number of shots fired recently
-
- // Tracks our ragdoll entity.
- CNetworkHandle( CBaseEntity, m_hRagdoll ); // networked entity handle
-
-// In shared code.
-public:
- // ISDKPlayerAnimState overrides.
- virtual CWeaponSDKBase* SDKAnim_GetActiveWeapon();
- virtual bool SDKAnim_CanMove();
-
-
- void FireBullet(
- Vector vecSrc,
- const QAngle &shootAngles,
- float vecSpread,
- int iDamage,
- int iBulletType,
- CBaseEntity *pevAttacker,
- bool bDoEffects,
- float x,
- float y );
-
-private:
-
- void CreateRagdollEntity();
-
- ISDKPlayerAnimState *m_PlayerAnimState;
-};
-
-
-inline CSDKPlayer *ToSDKPlayer( CBaseEntity *pEntity )
-{
- if ( !pEntity || !pEntity->IsPlayer() )
- return NULL;
-
-#ifdef _DEBUG
- Assert( dynamic_cast<CSDKPlayer*>( pEntity ) != 0 );
-#endif
- return static_cast< CSDKPlayer* >( pEntity );
-}
-
-
-#endif // SDK_PLAYER_H
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Player for SDK Game
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef SDK_PLAYER_H
+#define SDK_PLAYER_H
+#pragma once
+
+
+#include "player.h"
+#include "server_class.h"
+#include "sdk_playeranimstate.h"
+#include "sdk_shareddefs.h"
+
+
+//=============================================================================
+// >> SDK Game player
+//=============================================================================
+class CSDKPlayer : public CBasePlayer, public ISDKPlayerAnimStateHelpers
+{
+public:
+ DECLARE_CLASS( CSDKPlayer, CBasePlayer );
+ DECLARE_SERVERCLASS();
+ DECLARE_PREDICTABLE();
+ DECLARE_DATADESC();
+
+ CSDKPlayer();
+ ~CSDKPlayer();
+
+ static CSDKPlayer *CreatePlayer( const char *className, edict_t *ed );
+ static CSDKPlayer* Instance( int iEnt );
+
+ // This passes the event to the client's and server's CPlayerAnimState.
+ void DoAnimationEvent( PlayerAnimEvent_t event, int nData = 0 );
+
+ virtual void FlashlightTurnOn( void );
+ virtual void FlashlightTurnOff( void );
+ virtual int FlashlightIsOn( void );
+
+ virtual void PreThink();
+ virtual void PostThink();
+ virtual void Spawn();
+ virtual void InitialSpawn();
+ virtual void Precache();
+ virtual void Event_Killed( const CTakeDamageInfo &info );
+ virtual void LeaveVehicle( const Vector &vecExitPoint, const QAngle &vecExitAngles );
+
+ CWeaponSDKBase* GetActiveSDKWeapon() const;
+ virtual void CreateViewModel( int viewmodelindex = 0 );
+
+ virtual void CheatImpulseCommands( int iImpulse );
+
+ CNetworkVar( int, m_iThrowGrenadeCounter ); // used to trigger grenade throw animations.
+ CNetworkQAngle( m_angEyeAngles ); // Copied from EyeAngles() so we can send it to the client.
+ CNetworkVar( int, m_iShotsFired ); // number of shots fired recently
+
+ // Tracks our ragdoll entity.
+ CNetworkHandle( CBaseEntity, m_hRagdoll ); // networked entity handle
+
+// In shared code.
+public:
+ // ISDKPlayerAnimState overrides.
+ virtual CWeaponSDKBase* SDKAnim_GetActiveWeapon();
+ virtual bool SDKAnim_CanMove();
+
+
+ void FireBullet(
+ Vector vecSrc,
+ const QAngle &shootAngles,
+ float vecSpread,
+ int iDamage,
+ int iBulletType,
+ CBaseEntity *pevAttacker,
+ bool bDoEffects,
+ float x,
+ float y );
+
+private:
+
+ void CreateRagdollEntity();
+
+ ISDKPlayerAnimState *m_PlayerAnimState;
+};
+
+
+inline CSDKPlayer *ToSDKPlayer( CBaseEntity *pEntity )
+{
+ if ( !pEntity || !pEntity->IsPlayer() )
+ return NULL;
+
+#ifdef _DEBUG
+ Assert( dynamic_cast<CSDKPlayer*>( pEntity ) != 0 );
+#endif
+ return static_cast< CSDKPlayer* >( pEntity );
+}
+
+
+#endif // SDK_PLAYER_H