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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/playerclass_info_parse.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/playerclass_info_parse.h')
-rw-r--r--mp/src/game/shared/playerclass_info_parse.h168
1 files changed, 84 insertions, 84 deletions
diff --git a/mp/src/game/shared/playerclass_info_parse.h b/mp/src/game/shared/playerclass_info_parse.h
index 2a03be0d..1f008333 100644
--- a/mp/src/game/shared/playerclass_info_parse.h
+++ b/mp/src/game/shared/playerclass_info_parse.h
@@ -1,84 +1,84 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Player class data file parsing, shared by game & client dlls.
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#ifndef PLAYERCLASS_INFO_PARSE_H
-#define PLAYERCLASS_INFO_PARSE_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-#include "shareddefs.h"
-
-class IFileSystem;
-class KeyValues;
-
-typedef unsigned short PLAYERCLASS_FILE_INFO_HANDLE;
-
-#define MAX_PLAYERCLASS_NAME_LENGTH 128
-
-//-----------------------------------------------------------------------------
-// Purpose: Contains the data read from the player class script files.
-// It's cached so we only read each script file once.
-// Each game provides a CreatePlayerClassInfo function so it can have game-specific
-// data in the player class scripts.
-//-----------------------------------------------------------------------------
-class FilePlayerClassInfo_t
-{
-public:
-
- FilePlayerClassInfo_t();
-
- // Each game can override this to get whatever values it wants from the script.
- virtual void Parse( KeyValues *pKeyValuesData, const char *szClassName );
-
-
-public:
- bool m_bParsedScript;
-
-public:
- // Class properties
-
- // todo : better lengths for these arrays ?
-
- char m_szPlayerClassName[MAX_PLAYERCLASS_NAME_LENGTH];
- char m_szPrintName[MAX_PLAYERCLASS_NAME_LENGTH]; // localization key for print name
- char m_szPlayerModel[MAX_PLAYERCLASS_NAME_LENGTH];
- char m_szSelectCmd[32]; //command the player can issue to switch to this class
-};
-
-// The weapon parse function
-bool ReadPlayerClassDataFromFileForSlot( IFileSystem* filesystem, const char *szClassName,
- PLAYERCLASS_FILE_INFO_HANDLE *phandle, const unsigned char *pICEKey = NULL );
-
-// If player class info has been loaded for the specified class name, this returns it.
-PLAYERCLASS_FILE_INFO_HANDLE LookupPlayerClassInfoSlot( const char *name );
-
-// Given a handle to the player class info, return the class data
-FilePlayerClassInfo_t *GetFilePlayerClassInfoFromHandle( PLAYERCLASS_FILE_INFO_HANDLE handle );
-
-// Get the null Player Class object
-PLAYERCLASS_FILE_INFO_HANDLE GetInvalidPlayerClassInfoHandle( void );
-
-// Initialize all player class info
-void ResetFilePlayerClassInfoDatabase( void );
-
-
-//
-// Read a possibly-encrypted KeyValues file in.
-// If pICEKey is NULL, then it appends .txt to the filename and loads it as an unencrypted file.
-// If pICEKey is non-NULL, then it appends .ctx to the filename and loads it as an encrypted file.
-//
-// (This should be moved into a more appropriate place).
-//
-extern KeyValues* ReadEncryptedKVPlayerClassFile( IFileSystem *filesystem, const char *szFilenameWithoutExtension, const unsigned char *pICEKey );
-
-
-// Each game implements this. It can return a derived class and override Parse() if it wants.
-extern FilePlayerClassInfo_t* CreatePlayerClassInfo();
-
-
-#endif // PLAYERCLASS_INFO_PARSE_H
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Player class data file parsing, shared by game & client dlls.
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef PLAYERCLASS_INFO_PARSE_H
+#define PLAYERCLASS_INFO_PARSE_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "shareddefs.h"
+
+class IFileSystem;
+class KeyValues;
+
+typedef unsigned short PLAYERCLASS_FILE_INFO_HANDLE;
+
+#define MAX_PLAYERCLASS_NAME_LENGTH 128
+
+//-----------------------------------------------------------------------------
+// Purpose: Contains the data read from the player class script files.
+// It's cached so we only read each script file once.
+// Each game provides a CreatePlayerClassInfo function so it can have game-specific
+// data in the player class scripts.
+//-----------------------------------------------------------------------------
+class FilePlayerClassInfo_t
+{
+public:
+
+ FilePlayerClassInfo_t();
+
+ // Each game can override this to get whatever values it wants from the script.
+ virtual void Parse( KeyValues *pKeyValuesData, const char *szClassName );
+
+
+public:
+ bool m_bParsedScript;
+
+public:
+ // Class properties
+
+ // todo : better lengths for these arrays ?
+
+ char m_szPlayerClassName[MAX_PLAYERCLASS_NAME_LENGTH];
+ char m_szPrintName[MAX_PLAYERCLASS_NAME_LENGTH]; // localization key for print name
+ char m_szPlayerModel[MAX_PLAYERCLASS_NAME_LENGTH];
+ char m_szSelectCmd[32]; //command the player can issue to switch to this class
+};
+
+// The weapon parse function
+bool ReadPlayerClassDataFromFileForSlot( IFileSystem* filesystem, const char *szClassName,
+ PLAYERCLASS_FILE_INFO_HANDLE *phandle, const unsigned char *pICEKey = NULL );
+
+// If player class info has been loaded for the specified class name, this returns it.
+PLAYERCLASS_FILE_INFO_HANDLE LookupPlayerClassInfoSlot( const char *name );
+
+// Given a handle to the player class info, return the class data
+FilePlayerClassInfo_t *GetFilePlayerClassInfoFromHandle( PLAYERCLASS_FILE_INFO_HANDLE handle );
+
+// Get the null Player Class object
+PLAYERCLASS_FILE_INFO_HANDLE GetInvalidPlayerClassInfoHandle( void );
+
+// Initialize all player class info
+void ResetFilePlayerClassInfoDatabase( void );
+
+
+//
+// Read a possibly-encrypted KeyValues file in.
+// If pICEKey is NULL, then it appends .txt to the filename and loads it as an unencrypted file.
+// If pICEKey is non-NULL, then it appends .ctx to the filename and loads it as an encrypted file.
+//
+// (This should be moved into a more appropriate place).
+//
+extern KeyValues* ReadEncryptedKVPlayerClassFile( IFileSystem *filesystem, const char *szFilenameWithoutExtension, const unsigned char *pICEKey );
+
+
+// Each game implements this. It can return a derived class and override Parse() if it wants.
+extern FilePlayerClassInfo_t* CreatePlayerClassInfo();
+
+
+#endif // PLAYERCLASS_INFO_PARSE_H