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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/hl2mp/weapon_hl2mpbase_machinegun.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/hl2mp/weapon_hl2mpbase_machinegun.h')
| -rw-r--r-- | mp/src/game/shared/hl2mp/weapon_hl2mpbase_machinegun.h | 116 |
1 files changed, 58 insertions, 58 deletions
diff --git a/mp/src/game/shared/hl2mp/weapon_hl2mpbase_machinegun.h b/mp/src/game/shared/hl2mp/weapon_hl2mpbase_machinegun.h index 0be51bbe..c7f9a56b 100644 --- a/mp/src/game/shared/hl2mp/weapon_hl2mpbase_machinegun.h +++ b/mp/src/game/shared/hl2mp/weapon_hl2mpbase_machinegun.h @@ -1,58 +1,58 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//=============================================================================//
-
-#include "weapon_hl2mpbase.h"
-
-#ifndef BASEHLCOMBATWEAPON_H
-#define BASEHLCOMBATWEAPON_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-#if defined( CLIENT_DLL )
- #define CHL2MPMachineGun C_HL2MPMachineGun
-#endif
-
-//=========================================================
-// Machine gun base class
-//=========================================================
-class CHL2MPMachineGun : public CWeaponHL2MPBase
-{
-public:
- DECLARE_CLASS( CHL2MPMachineGun, CWeaponHL2MPBase );
- DECLARE_DATADESC();
-
- CHL2MPMachineGun();
-
- DECLARE_NETWORKCLASS();
- DECLARE_PREDICTABLE();
-
- void PrimaryAttack( void );
-
- // Default calls through to m_hOwner, but plasma weapons can override and shoot projectiles here.
- virtual void ItemPostFrame( void );
- virtual void FireBullets( const FireBulletsInfo_t &info );
- virtual bool Deploy( void );
-
- virtual const Vector &GetBulletSpread( void );
-
- int WeaponSoundRealtime( WeaponSound_t shoot_type );
-
- // utility function
- static void DoMachineGunKick( CBasePlayer *pPlayer, float dampEasy, float maxVerticleKickAngle, float fireDurationTime, float slideLimitTime );
-
-private:
-
- CHL2MPMachineGun( const CHL2MPMachineGun & );
-
-protected:
-
- int m_nShotsFired; // Number of consecutive shots fired
-
- float m_flNextSoundTime; // real-time clock of when to make next sound
-};
-
-#endif // BASEHLCOMBATWEAPON_H
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#include "weapon_hl2mpbase.h" + +#ifndef BASEHLCOMBATWEAPON_H +#define BASEHLCOMBATWEAPON_H +#ifdef _WIN32 +#pragma once +#endif + +#if defined( CLIENT_DLL ) + #define CHL2MPMachineGun C_HL2MPMachineGun +#endif + +//========================================================= +// Machine gun base class +//========================================================= +class CHL2MPMachineGun : public CWeaponHL2MPBase +{ +public: + DECLARE_CLASS( CHL2MPMachineGun, CWeaponHL2MPBase ); + DECLARE_DATADESC(); + + CHL2MPMachineGun(); + + DECLARE_NETWORKCLASS(); + DECLARE_PREDICTABLE(); + + void PrimaryAttack( void ); + + // Default calls through to m_hOwner, but plasma weapons can override and shoot projectiles here. + virtual void ItemPostFrame( void ); + virtual void FireBullets( const FireBulletsInfo_t &info ); + virtual bool Deploy( void ); + + virtual const Vector &GetBulletSpread( void ); + + int WeaponSoundRealtime( WeaponSound_t shoot_type ); + + // utility function + static void DoMachineGunKick( CBasePlayer *pPlayer, float dampEasy, float maxVerticleKickAngle, float fireDurationTime, float slideLimitTime ); + +private: + + CHL2MPMachineGun( const CHL2MPMachineGun & ); + +protected: + + int m_nShotsFired; // Number of consecutive shots fired + + float m_flNextSoundTime; // real-time clock of when to make next sound +}; + +#endif // BASEHLCOMBATWEAPON_H |