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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/effect_dispatch_data.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/effect_dispatch_data.h')
-rw-r--r--mp/src/game/shared/effect_dispatch_data.h278
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