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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/npcevent.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/npcevent.h')
-rw-r--r--mp/src/game/shared/npcevent.h154
1 files changed, 77 insertions, 77 deletions
diff --git a/mp/src/game/shared/npcevent.h b/mp/src/game/shared/npcevent.h
index d0675d1e..8f681ab7 100644
--- a/mp/src/game/shared/npcevent.h
+++ b/mp/src/game/shared/npcevent.h
@@ -1,77 +1,77 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#ifndef NPCEVENT_H
-#define NPCEVENT_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-class CBaseAnimating;
-
-struct animevent_t
-{
- int event;
- const char *options;
- float cycle;
- float eventtime;
- int type;
- CBaseAnimating *pSource;
-};
-#define EVENT_SPECIFIC 0
-#define EVENT_SCRIPTED 1000 // see scriptevent.h
-#define EVENT_SHARED 2000
-#define EVENT_WEAPON 3000
-#define EVENT_CLIENT 5000
-
-#define NPC_EVENT_BODYDROP_LIGHT 2001
-#define NPC_EVENT_BODYDROP_HEAVY 2002
-
-#define NPC_EVENT_SWISHSOUND 2010
-
-#define NPC_EVENT_180TURN 2020
-
-#define NPC_EVENT_ITEM_PICKUP 2040
-#define NPC_EVENT_WEAPON_DROP 2041
-#define NPC_EVENT_WEAPON_SET_SEQUENCE_NAME 2042
-#define NPC_EVENT_WEAPON_SET_SEQUENCE_NUMBER 2043
-#define NPC_EVENT_WEAPON_SET_ACTIVITY 2044
-
-#define NPC_EVENT_LEFTFOOT 2050
-#define NPC_EVENT_RIGHTFOOT 2051
-
-#define NPC_EVENT_OPEN_DOOR 2060
-
-// !! DON'T CHANGE TO ORDER OF THESE. THEY ARE HARD CODED IN THE WEAPON QC FILES (YUCK!) !!
-#define EVENT_WEAPON_MELEE_HIT 3001
-#define EVENT_WEAPON_SMG1 3002
-#define EVENT_WEAPON_MELEE_SWISH 3003
-#define EVENT_WEAPON_SHOTGUN_FIRE 3004
-#define EVENT_WEAPON_THROW 3005
-#define EVENT_WEAPON_AR1 3006
-#define EVENT_WEAPON_AR2 3007
-#define EVENT_WEAPON_HMG1 3008
-#define EVENT_WEAPON_SMG2 3009
-#define EVENT_WEAPON_MISSILE_FIRE 3010
-#define EVENT_WEAPON_SNIPER_RIFLE_FIRE 3011
-#define EVENT_WEAPON_AR2_GRENADE 3012
-#define EVENT_WEAPON_THROW2 3013
-#define EVENT_WEAPON_PISTOL_FIRE 3014
-#define EVENT_WEAPON_RELOAD 3015
-#define EVENT_WEAPON_THROW3 3016
-#define EVENT_WEAPON_RELOAD_SOUND 3017 // Use this + EVENT_WEAPON_RELOAD_FILL_CLIP to prevent shooting during the reload animation
-#define EVENT_WEAPON_RELOAD_FILL_CLIP 3018
-#define EVENT_WEAPON_SMG1_BURST1 3101 // first round in a 3-round burst
-#define EVENT_WEAPON_SMG1_BURSTN 3102 // 2, 3 rounds
-#define EVENT_WEAPON_AR2_ALTFIRE 3103
-
-#define EVENT_WEAPON_SEQUENCE_FINISHED 3900
-
-// NOTE: MUST BE THE LAST WEAPON EVENT -- ONLY WEAPON EVENTS BETWEEN EVENT_WEAPON AND THIS
-#define EVENT_WEAPON_LAST 3999
-
-#endif // NPCEVENT_H
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef NPCEVENT_H
+#define NPCEVENT_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+class CBaseAnimating;
+
+struct animevent_t
+{
+ int event;
+ const char *options;
+ float cycle;
+ float eventtime;
+ int type;
+ CBaseAnimating *pSource;
+};
+#define EVENT_SPECIFIC 0
+#define EVENT_SCRIPTED 1000 // see scriptevent.h
+#define EVENT_SHARED 2000
+#define EVENT_WEAPON 3000
+#define EVENT_CLIENT 5000
+
+#define NPC_EVENT_BODYDROP_LIGHT 2001
+#define NPC_EVENT_BODYDROP_HEAVY 2002
+
+#define NPC_EVENT_SWISHSOUND 2010
+
+#define NPC_EVENT_180TURN 2020
+
+#define NPC_EVENT_ITEM_PICKUP 2040
+#define NPC_EVENT_WEAPON_DROP 2041
+#define NPC_EVENT_WEAPON_SET_SEQUENCE_NAME 2042
+#define NPC_EVENT_WEAPON_SET_SEQUENCE_NUMBER 2043
+#define NPC_EVENT_WEAPON_SET_ACTIVITY 2044
+
+#define NPC_EVENT_LEFTFOOT 2050
+#define NPC_EVENT_RIGHTFOOT 2051
+
+#define NPC_EVENT_OPEN_DOOR 2060
+
+// !! DON'T CHANGE TO ORDER OF THESE. THEY ARE HARD CODED IN THE WEAPON QC FILES (YUCK!) !!
+#define EVENT_WEAPON_MELEE_HIT 3001
+#define EVENT_WEAPON_SMG1 3002
+#define EVENT_WEAPON_MELEE_SWISH 3003
+#define EVENT_WEAPON_SHOTGUN_FIRE 3004
+#define EVENT_WEAPON_THROW 3005
+#define EVENT_WEAPON_AR1 3006
+#define EVENT_WEAPON_AR2 3007
+#define EVENT_WEAPON_HMG1 3008
+#define EVENT_WEAPON_SMG2 3009
+#define EVENT_WEAPON_MISSILE_FIRE 3010
+#define EVENT_WEAPON_SNIPER_RIFLE_FIRE 3011
+#define EVENT_WEAPON_AR2_GRENADE 3012
+#define EVENT_WEAPON_THROW2 3013
+#define EVENT_WEAPON_PISTOL_FIRE 3014
+#define EVENT_WEAPON_RELOAD 3015
+#define EVENT_WEAPON_THROW3 3016
+#define EVENT_WEAPON_RELOAD_SOUND 3017 // Use this + EVENT_WEAPON_RELOAD_FILL_CLIP to prevent shooting during the reload animation
+#define EVENT_WEAPON_RELOAD_FILL_CLIP 3018
+#define EVENT_WEAPON_SMG1_BURST1 3101 // first round in a 3-round burst
+#define EVENT_WEAPON_SMG1_BURSTN 3102 // 2, 3 rounds
+#define EVENT_WEAPON_AR2_ALTFIRE 3103
+
+#define EVENT_WEAPON_SEQUENCE_FINISHED 3900
+
+// NOTE: MUST BE THE LAST WEAPON EVENT -- ONLY WEAPON EVENTS BETWEEN EVENT_WEAPON AND THIS
+#define EVENT_WEAPON_LAST 3999
+
+#endif // NPCEVENT_H