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| 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/sdk/te_firebullets.cpp | |
| 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/sdk/te_firebullets.cpp')
| -rw-r--r-- | mp/src/game/server/sdk/te_firebullets.cpp | 196 |
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 ); +} |