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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/shared/effect_dispatch_data.h | |
| 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/shared/effect_dispatch_data.h')
| -rw-r--r-- | mp/src/game/shared/effect_dispatch_data.h | 278 |
1 files changed, 139 insertions, 139 deletions
diff --git a/mp/src/game/shared/effect_dispatch_data.h b/mp/src/game/shared/effect_dispatch_data.h index 4610ab35..5f6e664a 100644 --- a/mp/src/game/shared/effect_dispatch_data.h +++ b/mp/src/game/shared/effect_dispatch_data.h @@ -1,139 +1,139 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//===========================================================================//
-
-#ifndef EFFECT_DISPATCH_DATA_H
-#define EFFECT_DISPATCH_DATA_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-#include "particle_parse.h"
-
-#ifdef CLIENT_DLL
-
- #include "dt_recv.h"
- #include "client_class.h"
-
- EXTERN_RECV_TABLE( DT_EffectData );
-
-#else
-
- #include "dt_send.h"
- #include "server_class.h"
-
- EXTERN_SEND_TABLE( DT_EffectData );
-
-#endif
-
-// NOTE: These flags are specifically *not* networked; so it's placed above the max effect flag bits
-#define EFFECTDATA_NO_RECORD 0x80000000
-
-#define MAX_EFFECT_FLAG_BITS 8
-
-#define CUSTOM_COLOR_CP1 9
-#define CUSTOM_COLOR_CP2 10
-
-// This is the class that holds whatever data we're sending down to the client to make the effect.
-class CEffectData
-{
-public:
- Vector m_vOrigin;
- Vector m_vStart;
- Vector m_vNormal;
- QAngle m_vAngles;
- int m_fFlags;
-#ifdef CLIENT_DLL
- ClientEntityHandle_t m_hEntity;
-#else
- int m_nEntIndex;
-#endif
- float m_flScale;
- float m_flMagnitude;
- float m_flRadius;
- int m_nAttachmentIndex;
- short m_nSurfaceProp;
-
- // Some TF2 specific things
- int m_nMaterial;
- int m_nDamageType;
- int m_nHitBox;
-
- unsigned char m_nColor;
-
- // Color customizability
- bool m_bCustomColors;
- te_tf_particle_effects_colors_t m_CustomColors;
-
- bool m_bControlPoint1;
- te_tf_particle_effects_control_point_t m_ControlPoint1;
-
-// Don't mess with stuff below here. DispatchEffect handles all of this.
-public:
- CEffectData()
- {
- m_vOrigin.Init();
- m_vStart.Init();
- m_vNormal.Init();
- m_vAngles.Init();
-
- m_fFlags = 0;
-#ifdef CLIENT_DLL
- m_hEntity = INVALID_EHANDLE_INDEX;
-#else
- m_nEntIndex = 0;
-#endif
- m_flScale = 1.f;
- m_nAttachmentIndex = 0;
- m_nSurfaceProp = 0;
-
- m_flMagnitude = 0.0f;
- m_flRadius = 0.0f;
-
- m_nMaterial = 0;
- m_nDamageType = 0;
- m_nHitBox = 0;
-
- m_nColor = 0;
-
- m_bCustomColors = false;
- m_CustomColors.m_vecColor1.Init();
- m_CustomColors.m_vecColor2.Init();
-
- m_bControlPoint1 = false;
- m_ControlPoint1.m_eParticleAttachment = PATTACH_ABSORIGIN;
- m_ControlPoint1.m_vecOffset.Init();
- }
-
- int GetEffectNameIndex() { return m_iEffectName; }
-
-#ifdef CLIENT_DLL
- IClientRenderable *GetRenderable() const;
- C_BaseEntity *GetEntity() const;
- int entindex() const;
-#endif
-
-private:
-
- #ifdef CLIENT_DLL
- DECLARE_CLIENTCLASS_NOBASE()
- #else
- DECLARE_SERVERCLASS_NOBASE()
- #endif
-
- int m_iEffectName; // Entry in the EffectDispatch network string table. The is automatically handled by DispatchEffect().
-};
-
-
-#define MAX_EFFECT_DISPATCH_STRING_BITS 10
-#define MAX_EFFECT_DISPATCH_STRINGS ( 1 << MAX_EFFECT_DISPATCH_STRING_BITS )
-
-#ifdef CLIENT_DLL
-bool SuppressingParticleEffects();
-void SuppressParticleEffects( bool bSuppress );
-#endif
-
-#endif // EFFECT_DISPATCH_DATA_H
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//===========================================================================// + +#ifndef EFFECT_DISPATCH_DATA_H +#define EFFECT_DISPATCH_DATA_H +#ifdef _WIN32 +#pragma once +#endif + +#include "particle_parse.h" + +#ifdef CLIENT_DLL + + #include "dt_recv.h" + #include "client_class.h" + + EXTERN_RECV_TABLE( DT_EffectData ); + +#else + + #include "dt_send.h" + #include "server_class.h" + + EXTERN_SEND_TABLE( DT_EffectData ); + +#endif + +// NOTE: These flags are specifically *not* networked; so it's placed above the max effect flag bits +#define EFFECTDATA_NO_RECORD 0x80000000 + +#define MAX_EFFECT_FLAG_BITS 8 + +#define CUSTOM_COLOR_CP1 9 +#define CUSTOM_COLOR_CP2 10 + +// This is the class that holds whatever data we're sending down to the client to make the effect. +class CEffectData +{ +public: + Vector m_vOrigin; + Vector m_vStart; + Vector m_vNormal; + QAngle m_vAngles; + int m_fFlags; +#ifdef CLIENT_DLL + ClientEntityHandle_t m_hEntity; +#else + int m_nEntIndex; +#endif + float m_flScale; + float m_flMagnitude; + float m_flRadius; + int m_nAttachmentIndex; + short m_nSurfaceProp; + + // Some TF2 specific things + int m_nMaterial; + int m_nDamageType; + int m_nHitBox; + + unsigned char m_nColor; + + // Color customizability + bool m_bCustomColors; + te_tf_particle_effects_colors_t m_CustomColors; + + bool m_bControlPoint1; + te_tf_particle_effects_control_point_t m_ControlPoint1; + +// Don't mess with stuff below here. DispatchEffect handles all of this. +public: + CEffectData() + { + m_vOrigin.Init(); + m_vStart.Init(); + m_vNormal.Init(); + m_vAngles.Init(); + + m_fFlags = 0; +#ifdef CLIENT_DLL + m_hEntity = INVALID_EHANDLE_INDEX; +#else + m_nEntIndex = 0; +#endif + m_flScale = 1.f; + m_nAttachmentIndex = 0; + m_nSurfaceProp = 0; + + m_flMagnitude = 0.0f; + m_flRadius = 0.0f; + + m_nMaterial = 0; + m_nDamageType = 0; + m_nHitBox = 0; + + m_nColor = 0; + + m_bCustomColors = false; + m_CustomColors.m_vecColor1.Init(); + m_CustomColors.m_vecColor2.Init(); + + m_bControlPoint1 = false; + m_ControlPoint1.m_eParticleAttachment = PATTACH_ABSORIGIN; + m_ControlPoint1.m_vecOffset.Init(); + } + + int GetEffectNameIndex() { return m_iEffectName; } + +#ifdef CLIENT_DLL + IClientRenderable *GetRenderable() const; + C_BaseEntity *GetEntity() const; + int entindex() const; +#endif + +private: + + #ifdef CLIENT_DLL + DECLARE_CLIENTCLASS_NOBASE() + #else + DECLARE_SERVERCLASS_NOBASE() + #endif + + int m_iEffectName; // Entry in the EffectDispatch network string table. The is automatically handled by DispatchEffect(). +}; + + +#define MAX_EFFECT_DISPATCH_STRING_BITS 10 +#define MAX_EFFECT_DISPATCH_STRINGS ( 1 << MAX_EFFECT_DISPATCH_STRING_BITS ) + +#ifdef CLIENT_DLL +bool SuppressingParticleEffects(); +void SuppressParticleEffects( bool bSuppress ); +#endif + +#endif // EFFECT_DISPATCH_DATA_H |