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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/shared/IEffects.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/shared/IEffects.h')
-rw-r--r--mp/src/game/shared/IEffects.h164
1 files changed, 82 insertions, 82 deletions
diff --git a/mp/src/game/shared/IEffects.h b/mp/src/game/shared/IEffects.h
index 3d226362..e405154a 100644
--- a/mp/src/game/shared/IEffects.h
+++ b/mp/src/game/shared/IEffects.h
@@ -1,82 +1,82 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Client-server neutral effects interface
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#ifndef IEFFECTS_H
-#define IEFFECTS_H
-
-#ifdef _WIN32
-#pragma once
-#endif
-
-#include "basetypes.h"
-#include "mathlib/vector.h"
-#include "interface.h"
-#include "ipredictionsystem.h"
-
-//-----------------------------------------------------------------------------
-// Forward declarations
-//-----------------------------------------------------------------------------
-enum ShakeCommand_t;
-class Vector;
-class CGameTrace;
-typedef CGameTrace trace_t;
-
-
-//-----------------------------------------------------------------------------
-// Client-server neutral effects interface
-//-----------------------------------------------------------------------------
-#define IEFFECTS_INTERFACE_VERSION "IEffects001"
-abstract_class IEffects : public IPredictionSystem
-{
-public:
- //
- // Particle effects
- //
- virtual void Beam( const Vector &Start, const Vector &End, int nModelIndex,
- int nHaloIndex, unsigned char frameStart, unsigned char frameRate,
- float flLife, unsigned char width, unsigned char endWidth, unsigned char fadeLength,
- unsigned char noise, unsigned char red, unsigned char green,
- unsigned char blue, unsigned char brightness, unsigned char speed) = 0;
-
- //-----------------------------------------------------------------------------
- // Purpose: Emits smoke sprites.
- // Input : origin - Where to emit the sprites.
- // scale - Sprite scale * 10.
- // framerate - Framerate at which to animate the smoke sprites.
- //-----------------------------------------------------------------------------
- virtual void Smoke( const Vector &origin, int modelIndex, float scale, float framerate ) = 0;
-
- virtual void Sparks( const Vector &position, int nMagnitude = 1, int nTrailLength = 1, const Vector *pvecDir = NULL ) = 0;
-
- virtual void Dust( const Vector &pos, const Vector &dir, float size, float speed ) = 0;
-
- virtual void MuzzleFlash( const Vector &vecOrigin, const QAngle &vecAngles, float flScale, int iType ) = 0;
-
- // like ricochet, but no sound
- virtual void MetalSparks( const Vector &position, const Vector &direction ) = 0;
-
- virtual void EnergySplash( const Vector &position, const Vector &direction, bool bExplosive = false ) = 0;
-
- virtual void Ricochet( const Vector &position, const Vector &direction ) = 0;
-
- // FIXME: Should these methods remain in this interface? Or go in some
- // other client-server neutral interface?
- virtual float Time() = 0;
- virtual bool IsServer() = 0;
-
- // Used by the playback system to suppress sounds
- virtual void SuppressEffectsSounds( bool bSuppress ) = 0;
-};
-
-
-//-----------------------------------------------------------------------------
-// Client-server neutral effects interface accessor
-//-----------------------------------------------------------------------------
-extern IEffects *g_pEffects;
-
-
-#endif // IEFFECTS_H
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Client-server neutral effects interface
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef IEFFECTS_H
+#define IEFFECTS_H
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "basetypes.h"
+#include "mathlib/vector.h"
+#include "interface.h"
+#include "ipredictionsystem.h"
+
+//-----------------------------------------------------------------------------
+// Forward declarations
+//-----------------------------------------------------------------------------
+enum ShakeCommand_t;
+class Vector;
+class CGameTrace;
+typedef CGameTrace trace_t;
+
+
+//-----------------------------------------------------------------------------
+// Client-server neutral effects interface
+//-----------------------------------------------------------------------------
+#define IEFFECTS_INTERFACE_VERSION "IEffects001"
+abstract_class IEffects : public IPredictionSystem
+{
+public:
+ //
+ // Particle effects
+ //
+ virtual void Beam( const Vector &Start, const Vector &End, int nModelIndex,
+ int nHaloIndex, unsigned char frameStart, unsigned char frameRate,
+ float flLife, unsigned char width, unsigned char endWidth, unsigned char fadeLength,
+ unsigned char noise, unsigned char red, unsigned char green,
+ unsigned char blue, unsigned char brightness, unsigned char speed) = 0;
+
+ //-----------------------------------------------------------------------------
+ // Purpose: Emits smoke sprites.
+ // Input : origin - Where to emit the sprites.
+ // scale - Sprite scale * 10.
+ // framerate - Framerate at which to animate the smoke sprites.
+ //-----------------------------------------------------------------------------
+ virtual void Smoke( const Vector &origin, int modelIndex, float scale, float framerate ) = 0;
+
+ virtual void Sparks( const Vector &position, int nMagnitude = 1, int nTrailLength = 1, const Vector *pvecDir = NULL ) = 0;
+
+ virtual void Dust( const Vector &pos, const Vector &dir, float size, float speed ) = 0;
+
+ virtual void MuzzleFlash( const Vector &vecOrigin, const QAngle &vecAngles, float flScale, int iType ) = 0;
+
+ // like ricochet, but no sound
+ virtual void MetalSparks( const Vector &position, const Vector &direction ) = 0;
+
+ virtual void EnergySplash( const Vector &position, const Vector &direction, bool bExplosive = false ) = 0;
+
+ virtual void Ricochet( const Vector &position, const Vector &direction ) = 0;
+
+ // FIXME: Should these methods remain in this interface? Or go in some
+ // other client-server neutral interface?
+ virtual float Time() = 0;
+ virtual bool IsServer() = 0;
+
+ // Used by the playback system to suppress sounds
+ virtual void SuppressEffectsSounds( bool bSuppress ) = 0;
+};
+
+
+//-----------------------------------------------------------------------------
+// Client-server neutral effects interface accessor
+//-----------------------------------------------------------------------------
+extern IEffects *g_pEffects;
+
+
+#endif // IEFFECTS_H