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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/te_firebullets.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/sdk/te_firebullets.cpp')
-rw-r--r--mp/src/game/server/sdk/te_firebullets.cpp196
1 files changed, 98 insertions, 98 deletions
diff --git a/mp/src/game/server/sdk/te_firebullets.cpp b/mp/src/game/server/sdk/te_firebullets.cpp
index c842707c..274c05fa 100644
--- a/mp/src/game/server/sdk/te_firebullets.cpp
+++ b/mp/src/game/server/sdk/te_firebullets.cpp
@@ -1,98 +1,98 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $Workfile: $
-// $Date: $
-//
-//-----------------------------------------------------------------------------
-// $Log: $
-//
-// $NoKeywords: $
-//=============================================================================//
-#include "cbase.h"
-#include "basetempentity.h"
-
-
-#define NUM_BULLET_SEED_BITS 8
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Display's a blood sprite
-//-----------------------------------------------------------------------------
-class CTEFireBullets : public CBaseTempEntity
-{
-public:
- DECLARE_CLASS( CTEFireBullets, CBaseTempEntity );
- DECLARE_SERVERCLASS();
-
- CTEFireBullets( const char *name );
- virtual ~CTEFireBullets( void );
-
-public:
- CNetworkVar( int, m_iPlayer ); // player who fired
- CNetworkVector( m_vecOrigin ); // firing origin
- CNetworkQAngle( m_vecAngles ); // firing angle
- CNetworkVar( int, m_iWeaponID ); // weapon ID
- CNetworkVar( int, m_iMode ); // primary or secondary fire ?
- CNetworkVar( int, m_iSeed ); // shared random seed
- CNetworkVar( float, m_flSpread ); // bullets spread
-
-};
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : *name -
-//-----------------------------------------------------------------------------
-CTEFireBullets::CTEFireBullets( const char *name ) :
- CBaseTempEntity( name )
-{
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-CTEFireBullets::~CTEFireBullets( void )
-{
-}
-
-IMPLEMENT_SERVERCLASS_ST_NOBASE(CTEFireBullets, DT_TEFireBullets)
- SendPropVector( SENDINFO(m_vecOrigin), -1, SPROP_COORD ),
- SendPropAngle( SENDINFO_VECTORELEM( m_vecAngles, 0 ), 13, 0 ),
- SendPropAngle( SENDINFO_VECTORELEM( m_vecAngles, 1 ), 13, 0 ),
- SendPropInt( SENDINFO( m_iWeaponID ), 5, SPROP_UNSIGNED ), // max 31 weapons
- SendPropInt( SENDINFO( m_iMode ), 1, SPROP_UNSIGNED ),
- SendPropInt( SENDINFO( m_iSeed ), NUM_BULLET_SEED_BITS, SPROP_UNSIGNED ),
- SendPropInt( SENDINFO( m_iPlayer ), 6, SPROP_UNSIGNED ), // max 64 players, see MAX_PLAYERS
- SendPropFloat( SENDINFO( m_flSpread ), 10, 0, 0, 1 ),
-END_SEND_TABLE()
-
-
-// Singleton
-static CTEFireBullets g_TEFireBullets( "Shotgun Shot" );
-
-
-void TE_FireBullets(
- int iPlayerIndex,
- const Vector &vOrigin,
- const QAngle &vAngles,
- int iWeaponID,
- int iMode,
- int iSeed,
- float flSpread )
-{
- CPASFilter filter( vOrigin );
- filter.UsePredictionRules();
-
- g_TEFireBullets.m_iPlayer = iPlayerIndex-1;
- g_TEFireBullets.m_vecOrigin = vOrigin;
- g_TEFireBullets.m_vecAngles = vAngles;
- g_TEFireBullets.m_iSeed = iSeed;
- g_TEFireBullets.m_flSpread = flSpread;
- g_TEFireBullets.m_iMode = iMode;
- g_TEFireBullets.m_iWeaponID = iWeaponID;
-
- Assert( iSeed < (1 << NUM_BULLET_SEED_BITS) );
-
- g_TEFireBullets.Create( filter, 0 );
-}
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $Workfile: $
+// $Date: $
+//
+//-----------------------------------------------------------------------------
+// $Log: $
+//
+// $NoKeywords: $
+//=============================================================================//
+#include "cbase.h"
+#include "basetempentity.h"
+
+
+#define NUM_BULLET_SEED_BITS 8
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Display's a blood sprite
+//-----------------------------------------------------------------------------
+class CTEFireBullets : public CBaseTempEntity
+{
+public:
+ DECLARE_CLASS( CTEFireBullets, CBaseTempEntity );
+ DECLARE_SERVERCLASS();
+
+ CTEFireBullets( const char *name );
+ virtual ~CTEFireBullets( void );
+
+public:
+ CNetworkVar( int, m_iPlayer ); // player who fired
+ CNetworkVector( m_vecOrigin ); // firing origin
+ CNetworkQAngle( m_vecAngles ); // firing angle
+ CNetworkVar( int, m_iWeaponID ); // weapon ID
+ CNetworkVar( int, m_iMode ); // primary or secondary fire ?
+ CNetworkVar( int, m_iSeed ); // shared random seed
+ CNetworkVar( float, m_flSpread ); // bullets spread
+
+};
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : *name -
+//-----------------------------------------------------------------------------
+CTEFireBullets::CTEFireBullets( const char *name ) :
+ CBaseTempEntity( name )
+{
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+CTEFireBullets::~CTEFireBullets( void )
+{
+}
+
+IMPLEMENT_SERVERCLASS_ST_NOBASE(CTEFireBullets, DT_TEFireBullets)
+ SendPropVector( SENDINFO(m_vecOrigin), -1, SPROP_COORD ),
+ SendPropAngle( SENDINFO_VECTORELEM( m_vecAngles, 0 ), 13, 0 ),
+ SendPropAngle( SENDINFO_VECTORELEM( m_vecAngles, 1 ), 13, 0 ),
+ SendPropInt( SENDINFO( m_iWeaponID ), 5, SPROP_UNSIGNED ), // max 31 weapons
+ SendPropInt( SENDINFO( m_iMode ), 1, SPROP_UNSIGNED ),
+ SendPropInt( SENDINFO( m_iSeed ), NUM_BULLET_SEED_BITS, SPROP_UNSIGNED ),
+ SendPropInt( SENDINFO( m_iPlayer ), 6, SPROP_UNSIGNED ), // max 64 players, see MAX_PLAYERS
+ SendPropFloat( SENDINFO( m_flSpread ), 10, 0, 0, 1 ),
+END_SEND_TABLE()
+
+
+// Singleton
+static CTEFireBullets g_TEFireBullets( "Shotgun Shot" );
+
+
+void TE_FireBullets(
+ int iPlayerIndex,
+ const Vector &vOrigin,
+ const QAngle &vAngles,
+ int iWeaponID,
+ int iMode,
+ int iSeed,
+ float flSpread )
+{
+ CPASFilter filter( vOrigin );
+ filter.UsePredictionRules();
+
+ g_TEFireBullets.m_iPlayer = iPlayerIndex-1;
+ g_TEFireBullets.m_vecOrigin = vOrigin;
+ g_TEFireBullets.m_vecAngles = vAngles;
+ g_TEFireBullets.m_iSeed = iSeed;
+ g_TEFireBullets.m_flSpread = flSpread;
+ g_TEFireBullets.m_iMode = iMode;
+ g_TEFireBullets.m_iWeaponID = iWeaponID;
+
+ Assert( iSeed < (1 << NUM_BULLET_SEED_BITS) );
+
+ g_TEFireBullets.Create( filter, 0 );
+}