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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/baseparticleentity.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/baseparticleentity.h')
-rw-r--r--mp/src/game/shared/baseparticleentity.h200
1 files changed, 100 insertions, 100 deletions
diff --git a/mp/src/game/shared/baseparticleentity.h b/mp/src/game/shared/baseparticleentity.h
index 5f7ad3f4..7de9f4a7 100644
--- a/mp/src/game/shared/baseparticleentity.h
+++ b/mp/src/game/shared/baseparticleentity.h
@@ -1,100 +1,100 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//
-//=============================================================================//
-
-// Particle system entities can derive from this to handle some of the mundane
-// functionality of hooking into the engine's entity system.
-
-#ifndef PARTICLE_BASEEFFECT_H
-#define PARTICLE_BASEEFFECT_H
-
-#include "predictable_entity.h"
-#include "baseentity_shared.h"
-
-#if defined( CLIENT_DLL )
-#define CBaseParticleEntity C_BaseParticleEntity
-
-#include "particlemgr.h"
-
-#endif
-
-class CBaseParticleEntity : public CBaseEntity
-#if defined( CLIENT_DLL )
-, public IParticleEffect
-#endif
-{
-public:
- DECLARE_CLASS( CBaseParticleEntity, CBaseEntity );
- DECLARE_PREDICTABLE();
- DECLARE_NETWORKCLASS();
-
- CBaseParticleEntity();
- virtual ~CBaseParticleEntity();
-
- // CBaseEntity overrides.
-public:
-#if !defined( CLIENT_DLL )
- virtual int UpdateTransmitState( void );
-#else
-// Default IParticleEffect overrides.
-public:
-
- virtual bool ShouldSimulate() const { return m_bSimulate; }
- virtual void SetShouldSimulate( bool bSim ) { m_bSimulate = bSim; }
-
- virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
- virtual void RenderParticles( CParticleRenderIterator *pIterator );
- virtual const Vector & GetSortOrigin();
-public:
- CParticleEffectBinding m_ParticleEffect;
-#endif
-
- virtual void Activate();
- virtual void Think();
-
-#if defined( CLIENT_DLL )
- // NOTE: Ths enclosed particle effect binding will do all the drawing
- virtual bool ShouldDraw() { return false; }
-
- int AllocateToolParticleEffectId();
- int GetToolParticleEffectId() const;
-
-private:
- int m_nToolParticleEffectId;
- bool m_bSimulate;
-#endif
-
-public:
- void FollowEntity(CBaseEntity *pEntity);
-
- // UTIL_Remove will be called after the specified amount of time.
- // If you pass in -1, the entity will never go away automatically.
- void SetLifetime(float lifetime);
-
-private:
- CBaseParticleEntity( const CBaseParticleEntity & ); // not defined, not accessible
-};
-
-
-#if defined( CLIENT_DLL )
-
-inline int CBaseParticleEntity::GetToolParticleEffectId() const
-{
- return m_nToolParticleEffectId;
-}
-
-inline int CBaseParticleEntity::AllocateToolParticleEffectId()
-{
- m_nToolParticleEffectId = ParticleMgr()->AllocateToolParticleEffectId();
- return m_nToolParticleEffectId;
-}
-
-#endif // CLIENT_DLL
-
-#endif
-
-
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//
+//=============================================================================//
+
+// Particle system entities can derive from this to handle some of the mundane
+// functionality of hooking into the engine's entity system.
+
+#ifndef PARTICLE_BASEEFFECT_H
+#define PARTICLE_BASEEFFECT_H
+
+#include "predictable_entity.h"
+#include "baseentity_shared.h"
+
+#if defined( CLIENT_DLL )
+#define CBaseParticleEntity C_BaseParticleEntity
+
+#include "particlemgr.h"
+
+#endif
+
+class CBaseParticleEntity : public CBaseEntity
+#if defined( CLIENT_DLL )
+, public IParticleEffect
+#endif
+{
+public:
+ DECLARE_CLASS( CBaseParticleEntity, CBaseEntity );
+ DECLARE_PREDICTABLE();
+ DECLARE_NETWORKCLASS();
+
+ CBaseParticleEntity();
+ virtual ~CBaseParticleEntity();
+
+ // CBaseEntity overrides.
+public:
+#if !defined( CLIENT_DLL )
+ virtual int UpdateTransmitState( void );
+#else
+// Default IParticleEffect overrides.
+public:
+
+ virtual bool ShouldSimulate() const { return m_bSimulate; }
+ virtual void SetShouldSimulate( bool bSim ) { m_bSimulate = bSim; }
+
+ virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
+ virtual void RenderParticles( CParticleRenderIterator *pIterator );
+ virtual const Vector & GetSortOrigin();
+public:
+ CParticleEffectBinding m_ParticleEffect;
+#endif
+
+ virtual void Activate();
+ virtual void Think();
+
+#if defined( CLIENT_DLL )
+ // NOTE: Ths enclosed particle effect binding will do all the drawing
+ virtual bool ShouldDraw() { return false; }
+
+ int AllocateToolParticleEffectId();
+ int GetToolParticleEffectId() const;
+
+private:
+ int m_nToolParticleEffectId;
+ bool m_bSimulate;
+#endif
+
+public:
+ void FollowEntity(CBaseEntity *pEntity);
+
+ // UTIL_Remove will be called after the specified amount of time.
+ // If you pass in -1, the entity will never go away automatically.
+ void SetLifetime(float lifetime);
+
+private:
+ CBaseParticleEntity( const CBaseParticleEntity & ); // not defined, not accessible
+};
+
+
+#if defined( CLIENT_DLL )
+
+inline int CBaseParticleEntity::GetToolParticleEffectId() const
+{
+ return m_nToolParticleEffectId;
+}
+
+inline int CBaseParticleEntity::AllocateToolParticleEffectId()
+{
+ m_nToolParticleEffectId = ParticleMgr()->AllocateToolParticleEffectId();
+ return m_nToolParticleEffectId;
+}
+
+#endif // CLIENT_DLL
+
+#endif
+
+