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/te_impact.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/te_impact.cpp')
| -rw-r--r-- | mp/src/game/server/te_impact.cpp | 192 |
1 files changed, 96 insertions, 96 deletions
diff --git a/mp/src/game/server/te_impact.cpp b/mp/src/game/server/te_impact.cpp index e0b84258..4f52ccc9 100644 --- a/mp/src/game/server/te_impact.cpp +++ b/mp/src/game/server/te_impact.cpp @@ -1,97 +1,97 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Send generic impact messages to the client for visualization
-//
-// $Workfile: $
-// $Date: $
-//
-//-----------------------------------------------------------------------------
-// $Log: $
-//
-// $NoKeywords: $
-//=============================================================================//
-#include "cbase.h"
-#include "basetempentity.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-//-----------------------------------------------------------------------------
-// Purpose: Dispatches Gunshot decal tempentity
-//-----------------------------------------------------------------------------
-class CTEImpact : public CBaseTempEntity
-{
-public:
- DECLARE_CLASS( CTEImpact, CBaseTempEntity );
-
- DECLARE_SERVERCLASS();
-
- CTEImpact( const char *name );
- virtual ~CTEImpact();
-
- void Precache( void );
- void Test( const Vector& current_origin, const Vector& current_normal );
-
-public:
-
- CNetworkVector( m_vecOrigin );
- CNetworkVector( m_vecNormal ); //NOTENOTE: In a multi-play setup we'll probably want non-oriented effects for bandwidth
- CNetworkVar( int, m_iType );
-};
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : *name -
-// Output :
-//-----------------------------------------------------------------------------
-CTEImpact::CTEImpact( const char *name ) : CBaseTempEntity( name )
-{
- m_vecOrigin.Init();
- m_vecNormal.Init();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-CTEImpact::~CTEImpact( void )
-{
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CTEImpact::Precache( void )
-{
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : *current_origin -
-// *current_angles -
-//-----------------------------------------------------------------------------
-void CTEImpact::Test( const Vector& current_origin, const Vector& current_normal )
-{
-}
-
-
-//Server class implementation
-IMPLEMENT_SERVERCLASS_ST( CTEImpact, DT_TEImpact)
- SendPropVector( SENDINFO( m_vecOrigin ), -1, SPROP_COORD ),
- SendPropVector( SENDINFO( m_vecNormal ), -1, SPROP_COORD ),
- SendPropInt( SENDINFO( m_iType ), 32, SPROP_UNSIGNED ),
-END_SEND_TABLE()
-
-// Singleton to fire TEImpact objects
-static CTEImpact g_TEImpact( "Impact" );
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : msg_dest -
-// delay -
-// *origin -
-// *recipient -
-//-----------------------------------------------------------------------------
-void TE_Impact( IRecipientFilter& filter, float delay )
-{
- g_TEImpact.Create( filter, delay );
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Send generic impact messages to the client for visualization +// +// $Workfile: $ +// $Date: $ +// +//----------------------------------------------------------------------------- +// $Log: $ +// +// $NoKeywords: $ +//=============================================================================// +#include "cbase.h" +#include "basetempentity.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +//----------------------------------------------------------------------------- +// Purpose: Dispatches Gunshot decal tempentity +//----------------------------------------------------------------------------- +class CTEImpact : public CBaseTempEntity +{ +public: + DECLARE_CLASS( CTEImpact, CBaseTempEntity ); + + DECLARE_SERVERCLASS(); + + CTEImpact( const char *name ); + virtual ~CTEImpact(); + + void Precache( void ); + void Test( const Vector& current_origin, const Vector& current_normal ); + +public: + + CNetworkVector( m_vecOrigin ); + CNetworkVector( m_vecNormal ); //NOTENOTE: In a multi-play setup we'll probably want non-oriented effects for bandwidth + CNetworkVar( int, m_iType ); +}; + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *name - +// Output : +//----------------------------------------------------------------------------- +CTEImpact::CTEImpact( const char *name ) : CBaseTempEntity( name ) +{ + m_vecOrigin.Init(); + m_vecNormal.Init(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +CTEImpact::~CTEImpact( void ) +{ +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CTEImpact::Precache( void ) +{ +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *current_origin - +// *current_angles - +//----------------------------------------------------------------------------- +void CTEImpact::Test( const Vector& current_origin, const Vector& current_normal ) +{ +} + + +//Server class implementation +IMPLEMENT_SERVERCLASS_ST( CTEImpact, DT_TEImpact) + SendPropVector( SENDINFO( m_vecOrigin ), -1, SPROP_COORD ), + SendPropVector( SENDINFO( m_vecNormal ), -1, SPROP_COORD ), + SendPropInt( SENDINFO( m_iType ), 32, SPROP_UNSIGNED ), +END_SEND_TABLE() + +// Singleton to fire TEImpact objects +static CTEImpact g_TEImpact( "Impact" ); + +//----------------------------------------------------------------------------- +// Purpose: +// Input : msg_dest - +// delay - +// *origin - +// *recipient - +//----------------------------------------------------------------------------- +void TE_Impact( IRecipientFilter& filter, float delay ) +{ + g_TEImpact.Create( filter, delay ); }
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