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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/itempents.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/itempents.h')
-rw-r--r--mp/src/game/shared/itempents.h262
1 files changed, 131 insertions, 131 deletions
diff --git a/mp/src/game/shared/itempents.h b/mp/src/game/shared/itempents.h
index 8c603906..b5a5ca66 100644
--- a/mp/src/game/shared/itempents.h
+++ b/mp/src/game/shared/itempents.h
@@ -1,131 +1,131 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $Workfile: $
-// $NoKeywords: $
-//===========================================================================//
-
-#if !defined( ITEMPENTS_H )
-#define ITEMPENTS_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-#include "ipredictionsystem.h"
-#include "shattersurfacetypes.h"
-#include "irecipientfilter.h"
-
-class CEffectData;
-class KeyValues;
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Shared interface to temp entities
-//-----------------------------------------------------------------------------
-abstract_class ITempEntsSystem : public IPredictionSystem
-{
-public:
- virtual void ArmorRicochet( IRecipientFilter& filer, float delay,
- const Vector* pos, const Vector* dir ) = 0;
- virtual void BeamEntPoint( IRecipientFilter& filer, float delay,
- int nStartEntity, const Vector *start, int nEndEntity, const Vector* end,
- int modelindex, int haloindex, int startframe, int framerate,
- float life, float width, float endWidth, int fadeLength, float amplitude,
- int r, int g, int b, int a, int speed ) = 0;
- virtual void BeamEnts( IRecipientFilter& filer, float delay,
- int start, int end, int modelindex, int haloindex, int startframe, int framerate,
- float life, float width, float endWidth, int fadeLength, float amplitude,
- int r, int g, int b, int a, int speed ) = 0;
- virtual void BeamFollow( IRecipientFilter& filter, float delay,
- int iEntIndex, int modelIndex, int haloIndex, float life, float width, float endWidth,
- float fadeLength, float r, float g, float b, float a ) = 0;
- virtual void BeamPoints( IRecipientFilter& filer, float delay,
- const Vector* start, const Vector* end, int modelindex, int haloindex, int startframe, int framerate,
- float life, float width, float endWidth, int fadeLength, float amplitude,
- int r, int g, int b, int a, int speed ) = 0;
- virtual void BeamLaser( IRecipientFilter& filer, float delay,
- int start, int end, int modelindex, int haloindex, int startframe, int framerate,
- float life, float width, float endWidth, int fadeLength, float amplitude, int r, int g, int b, int a, int speed ) = 0;
- virtual void BeamRing( IRecipientFilter& filer, float delay,
- int start, int end, int modelindex, int haloindex, int startframe, int framerate,
- float life, float width, int spread, float amplitude, int r, int g, int b, int a, int speed, int flags = 0 ) = 0;
- virtual void BeamRingPoint( IRecipientFilter& filer, float delay,
- const Vector& center, float start_radius, float end_radius, int modelindex, int haloindex, int startframe, int framerate,
- float life, float width, int spread, float amplitude, int r, int g, int b, int a, int speed, int flags = 0 ) = 0;
- virtual void BeamSpline( IRecipientFilter& filer, float delay,
- int points, Vector* rgPoints ) = 0;
- virtual void BloodStream( IRecipientFilter& filer, float delay,
- const Vector* org, const Vector* dir, int r, int g, int b, int a, int amount ) = 0;
- virtual void BloodSprite( IRecipientFilter& filer, float delay,
- const Vector* org, const Vector *dir, int r, int g, int b, int a, int size ) = 0;
- virtual void BreakModel( IRecipientFilter& filer, float delay,
- const Vector& pos, const QAngle &angle, const Vector& size, const Vector& vel,
- int modelindex, int randomization, int count, float time, int flags ) = 0;
- virtual void BSPDecal( IRecipientFilter& filer, float delay,
- const Vector* pos, int entity, int index ) = 0;
- virtual void ProjectDecal( IRecipientFilter& filter, float delay,
- const Vector* pos, const QAngle *angles, float distance, int index ) = 0;
- virtual void Bubbles( IRecipientFilter& filer, float delay,
- const Vector* mins, const Vector* maxs, float height, int modelindex, int count, float speed ) = 0;
- virtual void BubbleTrail( IRecipientFilter& filer, float delay,
- const Vector* mins, const Vector* maxs, float height, int modelindex, int count, float speed ) = 0;
- virtual void Decal( IRecipientFilter& filer, float delay,
- const Vector* pos, const Vector* start, int entity, int hitbox, int index ) = 0;
- virtual void DynamicLight( IRecipientFilter& filer, float delay,
- const Vector* org, int r, int g, int b, int exponent, float radius, float time, float decay ) = 0;
- virtual void Explosion( IRecipientFilter& filer, float delay,
- const Vector* pos, int modelindex, float scale, int framerate, int flags, int radius, int magnitude, const Vector* normal = NULL, unsigned char materialType = 'C' ) = 0;
- virtual void ShatterSurface( IRecipientFilter& filer, float delay,
- const Vector* pos, const QAngle* angle, const Vector* vForce, const Vector* vForcePos,
- float width, float height, float shardsize, ShatterSurface_t surfacetype,
- int front_r, int front_g, int front_b, int back_r, int back_g, int back_b) = 0;
- virtual void GlowSprite( IRecipientFilter& filer, float delay,
- const Vector* pos, int modelindex, float life, float size, int brightness ) = 0;
- virtual void FootprintDecal( IRecipientFilter& filer, float delay, const Vector *origin, const Vector* right,
- int entity, int index, unsigned char materialType ) = 0;
- virtual void Fizz( IRecipientFilter& filer, float delay,
- const CBaseEntity *ed, int modelindex, int density, int current ) = 0;
- virtual void KillPlayerAttachments( IRecipientFilter& filer, float delay,
- int player ) = 0;
- virtual void LargeFunnel( IRecipientFilter& filer, float delay,
- const Vector* pos, int modelindex, int reversed ) = 0;
- virtual void MetalSparks( IRecipientFilter& filer, float delay,
- const Vector* pos, const Vector* dir ) = 0;
- virtual void EnergySplash( IRecipientFilter& filer, float delay,
- const Vector* pos, const Vector* dir, bool bExplosive ) = 0;
- virtual void PlayerDecal( IRecipientFilter& filer, float delay,
- const Vector* pos, int player, int entity ) = 0;
- virtual void ShowLine( IRecipientFilter& filer, float delay,
- const Vector* start, const Vector* end ) = 0;
- virtual void Smoke( IRecipientFilter& filer, float delay,
- const Vector* pos, int modelindex, float scale, int framerate ) = 0;
- virtual void Sparks( IRecipientFilter& filer, float delay,
- const Vector* pos, int nMagnitude, int nTrailLength, const Vector *pDir ) = 0;
- virtual void Sprite( IRecipientFilter& filer, float delay,
- const Vector* pos, int modelindex, float size, int brightness ) = 0;
- virtual void SpriteSpray( IRecipientFilter& filer, float delay,
- const Vector* pos, const Vector* dir, int modelindex, int speed, float noise, int count ) = 0;
- virtual void WorldDecal( IRecipientFilter& filer, float delay,
- const Vector* pos, int index ) = 0;
- virtual void MuzzleFlash( IRecipientFilter& filer, float delay,
- const Vector &start, const QAngle &angles, float scale, int type ) = 0;
- virtual void Dust( IRecipientFilter& filer, float delay,
- const Vector &pos, const Vector &dir, float size, float speed ) = 0;
- virtual void GaussExplosion( IRecipientFilter& filer, float delay,
- const Vector &pos, const Vector &dir, int type ) = 0;
- virtual void DispatchEffect( IRecipientFilter& filter, float delay,
- const Vector &pos, const char *pName, const CEffectData &data ) = 0;
- virtual void PhysicsProp( IRecipientFilter& filter, float delay, int modelindex, int skin,
- const Vector& pos, const QAngle &angles, const Vector& vel, int flags, int effects ) = 0;
-
- // For playback from external tools
- virtual void TriggerTempEntity( KeyValues *pKeyValues ) = 0;
-
- virtual void ClientProjectile( IRecipientFilter& filter, float delay,
- const Vector* vecOrigin, const Vector* vecVelocity, int modelindex, int lifetime, CBaseEntity *pOwner ) = 0;
-};
-
-extern ITempEntsSystem *te;
-
-#endif // ITEMPENTS_H
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $Workfile: $
+// $NoKeywords: $
+//===========================================================================//
+
+#if !defined( ITEMPENTS_H )
+#define ITEMPENTS_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "ipredictionsystem.h"
+#include "shattersurfacetypes.h"
+#include "irecipientfilter.h"
+
+class CEffectData;
+class KeyValues;
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Shared interface to temp entities
+//-----------------------------------------------------------------------------
+abstract_class ITempEntsSystem : public IPredictionSystem
+{
+public:
+ virtual void ArmorRicochet( IRecipientFilter& filer, float delay,
+ const Vector* pos, const Vector* dir ) = 0;
+ virtual void BeamEntPoint( IRecipientFilter& filer, float delay,
+ int nStartEntity, const Vector *start, int nEndEntity, const Vector* end,
+ int modelindex, int haloindex, int startframe, int framerate,
+ float life, float width, float endWidth, int fadeLength, float amplitude,
+ int r, int g, int b, int a, int speed ) = 0;
+ virtual void BeamEnts( IRecipientFilter& filer, float delay,
+ int start, int end, int modelindex, int haloindex, int startframe, int framerate,
+ float life, float width, float endWidth, int fadeLength, float amplitude,
+ int r, int g, int b, int a, int speed ) = 0;
+ virtual void BeamFollow( IRecipientFilter& filter, float delay,
+ int iEntIndex, int modelIndex, int haloIndex, float life, float width, float endWidth,
+ float fadeLength, float r, float g, float b, float a ) = 0;
+ virtual void BeamPoints( IRecipientFilter& filer, float delay,
+ const Vector* start, const Vector* end, int modelindex, int haloindex, int startframe, int framerate,
+ float life, float width, float endWidth, int fadeLength, float amplitude,
+ int r, int g, int b, int a, int speed ) = 0;
+ virtual void BeamLaser( IRecipientFilter& filer, float delay,
+ int start, int end, int modelindex, int haloindex, int startframe, int framerate,
+ float life, float width, float endWidth, int fadeLength, float amplitude, int r, int g, int b, int a, int speed ) = 0;
+ virtual void BeamRing( IRecipientFilter& filer, float delay,
+ int start, int end, int modelindex, int haloindex, int startframe, int framerate,
+ float life, float width, int spread, float amplitude, int r, int g, int b, int a, int speed, int flags = 0 ) = 0;
+ virtual void BeamRingPoint( IRecipientFilter& filer, float delay,
+ const Vector& center, float start_radius, float end_radius, int modelindex, int haloindex, int startframe, int framerate,
+ float life, float width, int spread, float amplitude, int r, int g, int b, int a, int speed, int flags = 0 ) = 0;
+ virtual void BeamSpline( IRecipientFilter& filer, float delay,
+ int points, Vector* rgPoints ) = 0;
+ virtual void BloodStream( IRecipientFilter& filer, float delay,
+ const Vector* org, const Vector* dir, int r, int g, int b, int a, int amount ) = 0;
+ virtual void BloodSprite( IRecipientFilter& filer, float delay,
+ const Vector* org, const Vector *dir, int r, int g, int b, int a, int size ) = 0;
+ virtual void BreakModel( IRecipientFilter& filer, float delay,
+ const Vector& pos, const QAngle &angle, const Vector& size, const Vector& vel,
+ int modelindex, int randomization, int count, float time, int flags ) = 0;
+ virtual void BSPDecal( IRecipientFilter& filer, float delay,
+ const Vector* pos, int entity, int index ) = 0;
+ virtual void ProjectDecal( IRecipientFilter& filter, float delay,
+ const Vector* pos, const QAngle *angles, float distance, int index ) = 0;
+ virtual void Bubbles( IRecipientFilter& filer, float delay,
+ const Vector* mins, const Vector* maxs, float height, int modelindex, int count, float speed ) = 0;
+ virtual void BubbleTrail( IRecipientFilter& filer, float delay,
+ const Vector* mins, const Vector* maxs, float height, int modelindex, int count, float speed ) = 0;
+ virtual void Decal( IRecipientFilter& filer, float delay,
+ const Vector* pos, const Vector* start, int entity, int hitbox, int index ) = 0;
+ virtual void DynamicLight( IRecipientFilter& filer, float delay,
+ const Vector* org, int r, int g, int b, int exponent, float radius, float time, float decay ) = 0;
+ virtual void Explosion( IRecipientFilter& filer, float delay,
+ const Vector* pos, int modelindex, float scale, int framerate, int flags, int radius, int magnitude, const Vector* normal = NULL, unsigned char materialType = 'C' ) = 0;
+ virtual void ShatterSurface( IRecipientFilter& filer, float delay,
+ const Vector* pos, const QAngle* angle, const Vector* vForce, const Vector* vForcePos,
+ float width, float height, float shardsize, ShatterSurface_t surfacetype,
+ int front_r, int front_g, int front_b, int back_r, int back_g, int back_b) = 0;
+ virtual void GlowSprite( IRecipientFilter& filer, float delay,
+ const Vector* pos, int modelindex, float life, float size, int brightness ) = 0;
+ virtual void FootprintDecal( IRecipientFilter& filer, float delay, const Vector *origin, const Vector* right,
+ int entity, int index, unsigned char materialType ) = 0;
+ virtual void Fizz( IRecipientFilter& filer, float delay,
+ const CBaseEntity *ed, int modelindex, int density, int current ) = 0;
+ virtual void KillPlayerAttachments( IRecipientFilter& filer, float delay,
+ int player ) = 0;
+ virtual void LargeFunnel( IRecipientFilter& filer, float delay,
+ const Vector* pos, int modelindex, int reversed ) = 0;
+ virtual void MetalSparks( IRecipientFilter& filer, float delay,
+ const Vector* pos, const Vector* dir ) = 0;
+ virtual void EnergySplash( IRecipientFilter& filer, float delay,
+ const Vector* pos, const Vector* dir, bool bExplosive ) = 0;
+ virtual void PlayerDecal( IRecipientFilter& filer, float delay,
+ const Vector* pos, int player, int entity ) = 0;
+ virtual void ShowLine( IRecipientFilter& filer, float delay,
+ const Vector* start, const Vector* end ) = 0;
+ virtual void Smoke( IRecipientFilter& filer, float delay,
+ const Vector* pos, int modelindex, float scale, int framerate ) = 0;
+ virtual void Sparks( IRecipientFilter& filer, float delay,
+ const Vector* pos, int nMagnitude, int nTrailLength, const Vector *pDir ) = 0;
+ virtual void Sprite( IRecipientFilter& filer, float delay,
+ const Vector* pos, int modelindex, float size, int brightness ) = 0;
+ virtual void SpriteSpray( IRecipientFilter& filer, float delay,
+ const Vector* pos, const Vector* dir, int modelindex, int speed, float noise, int count ) = 0;
+ virtual void WorldDecal( IRecipientFilter& filer, float delay,
+ const Vector* pos, int index ) = 0;
+ virtual void MuzzleFlash( IRecipientFilter& filer, float delay,
+ const Vector &start, const QAngle &angles, float scale, int type ) = 0;
+ virtual void Dust( IRecipientFilter& filer, float delay,
+ const Vector &pos, const Vector &dir, float size, float speed ) = 0;
+ virtual void GaussExplosion( IRecipientFilter& filer, float delay,
+ const Vector &pos, const Vector &dir, int type ) = 0;
+ virtual void DispatchEffect( IRecipientFilter& filter, float delay,
+ const Vector &pos, const char *pName, const CEffectData &data ) = 0;
+ virtual void PhysicsProp( IRecipientFilter& filter, float delay, int modelindex, int skin,
+ const Vector& pos, const QAngle &angles, const Vector& vel, int flags, int effects ) = 0;
+
+ // For playback from external tools
+ virtual void TriggerTempEntity( KeyValues *pKeyValues ) = 0;
+
+ virtual void ClientProjectile( IRecipientFilter& filter, float delay,
+ const Vector* vecOrigin, const Vector* vecVelocity, int modelindex, int lifetime, CBaseEntity *pOwner ) = 0;
+};
+
+extern ITempEntsSystem *te;
+
+#endif // ITEMPENTS_H