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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/timedeventmgr.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/timedeventmgr.h')
-rw-r--r--mp/src/game/server/timedeventmgr.h186
1 files changed, 93 insertions, 93 deletions
diff --git a/mp/src/game/server/timedeventmgr.h b/mp/src/game/server/timedeventmgr.h
index 282711c0..66b15861 100644
--- a/mp/src/game/server/timedeventmgr.h
+++ b/mp/src/game/server/timedeventmgr.h
@@ -1,93 +1,93 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//=============================================================================//
-
-#ifndef TIMEDEVENTMGR_H
-#define TIMEDEVENTMGR_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-
-#include "utlpriorityqueue.h"
-
-
-//
-//
-// These classes provide fast timed event callbacks. To use them, make a CTimedEventMgr
-// and put CEventRegister objects in your objects that want the timed events.
-//
-//
-
-
-class CTimedEventMgr;
-
-
-abstract_class IEventRegisterCallback
-{
-public:
- virtual void FireEvent() = 0;
-};
-
-
-class CEventRegister
-{
-friend bool TimedEventMgr_LessFunc( CEventRegister* const &a, CEventRegister* const &b );
-friend class CTimedEventMgr;
-
-public:
- CEventRegister();
- ~CEventRegister();
-
- // Call this before ever calling SetUpdateInterval().
- void Init( CTimedEventMgr *pMgr, IEventRegisterCallback *pCallback );
-
- // Use these to start and stop getting updates.
- void SetUpdateInterval( float interval );
- void StopUpdates();
-
- inline bool IsRegistered() const { return m_bRegistered; }
-
-private:
-
- void Reregister(); // After having an event processed, this is called to have it register for the next one.
- void Term();
-
-
-private:
-
- CTimedEventMgr *m_pEventMgr;
- float m_flNextEventTime;
- float m_flUpdateInterval;
- IEventRegisterCallback *m_pCallback;
- bool m_bRegistered;
-};
-
-
-class CTimedEventMgr
-{
-friend class CEventRegister;
-
-public:
- CTimedEventMgr();
-
- // Call this each frame to fire events.
- void FireEvents();
-
-
-private:
-
- // Things used by CEventRegister.
- void RegisterForNextEvent( CEventRegister *pEvent );
- void RemoveEvent( CEventRegister *pEvent );
-
-private:
-
- // Events, sorted by the time at which they will fire.
- CUtlPriorityQueue<CEventRegister*> m_Events;
-};
-
-
-#endif // TIMEDEVENTMGR_H
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#ifndef TIMEDEVENTMGR_H
+#define TIMEDEVENTMGR_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+
+#include "utlpriorityqueue.h"
+
+
+//
+//
+// These classes provide fast timed event callbacks. To use them, make a CTimedEventMgr
+// and put CEventRegister objects in your objects that want the timed events.
+//
+//
+
+
+class CTimedEventMgr;
+
+
+abstract_class IEventRegisterCallback
+{
+public:
+ virtual void FireEvent() = 0;
+};
+
+
+class CEventRegister
+{
+friend bool TimedEventMgr_LessFunc( CEventRegister* const &a, CEventRegister* const &b );
+friend class CTimedEventMgr;
+
+public:
+ CEventRegister();
+ ~CEventRegister();
+
+ // Call this before ever calling SetUpdateInterval().
+ void Init( CTimedEventMgr *pMgr, IEventRegisterCallback *pCallback );
+
+ // Use these to start and stop getting updates.
+ void SetUpdateInterval( float interval );
+ void StopUpdates();
+
+ inline bool IsRegistered() const { return m_bRegistered; }
+
+private:
+
+ void Reregister(); // After having an event processed, this is called to have it register for the next one.
+ void Term();
+
+
+private:
+
+ CTimedEventMgr *m_pEventMgr;
+ float m_flNextEventTime;
+ float m_flUpdateInterval;
+ IEventRegisterCallback *m_pCallback;
+ bool m_bRegistered;
+};
+
+
+class CTimedEventMgr
+{
+friend class CEventRegister;
+
+public:
+ CTimedEventMgr();
+
+ // Call this each frame to fire events.
+ void FireEvents();
+
+
+private:
+
+ // Things used by CEventRegister.
+ void RegisterForNextEvent( CEventRegister *pEvent );
+ void RemoveEvent( CEventRegister *pEvent );
+
+private:
+
+ // Events, sorted by the time at which they will fire.
+ CUtlPriorityQueue<CEventRegister*> m_Events;
+};
+
+
+#endif // TIMEDEVENTMGR_H