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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/sdk/sdk_shareddefs.cpp | |
| 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/sdk/sdk_shareddefs.cpp')
| -rw-r--r-- | mp/src/game/shared/sdk/sdk_shareddefs.cpp | 232 |
1 files changed, 116 insertions, 116 deletions
diff --git a/mp/src/game/shared/sdk/sdk_shareddefs.cpp b/mp/src/game/shared/sdk/sdk_shareddefs.cpp index 687ca838..001f2730 100644 --- a/mp/src/game/shared/sdk/sdk_shareddefs.cpp +++ b/mp/src/game/shared/sdk/sdk_shareddefs.cpp @@ -1,116 +1,116 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//=====================================================================================//
-
-#include "cbase.h"
-#include "weapon_sdkbase.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-// the 1 / 2 / 3 respectively are all identical in our template mod to start, I've made the base ones (pc_class1, pc_class2, pc_class3) and then duplicated them for the teams.
-//Tony; for our template we have two versions.
-#if defined ( SDK_USE_PLAYERCLASSES ) && defined ( SDK_USE_TEAMS )
-const char *pszTeamBlueClasses[] =
-{
- "blue_class1",
- "blue_class2",
- "blue_class3",
- NULL
-};
-
-const char *pszTeamRedClasses[] =
-{
- "red_class1",
- "red_class2",
- "red_class3",
- NULL
-};
-ConVar mp_limit_blue_class1( "mp_limit_blue_class1", "-1", FCVAR_REPLICATED, "Class limit for Blue class 1" );
-ConVar mp_limit_blue_class2( "mp_limit_blue_class2", "-1", FCVAR_REPLICATED, "Class limit for Blue class 2" );
-ConVar mp_limit_blue_class3( "mp_limit_blue_class3", "-1", FCVAR_REPLICATED, "Class limit for Blue class 3" );
-
-ConVar mp_limit_red_class1( "mp_limit_red_class1", "-1", FCVAR_REPLICATED, "Class limit for Red class 1" );
-ConVar mp_limit_red_class2( "mp_limit_red_class2", "-1", FCVAR_REPLICATED, "Class limit for Red class 2" );
-ConVar mp_limit_red_class3( "mp_limit_red_class3", "-1", FCVAR_REPLICATED, "Class limit for Red class 3" );
-
-//Tony; not using teams, but we are using classes
-#elif defined ( SDK_USE_PLAYERCLASSES ) && !defined( SDK_USE_TEAMS )
-const char *pszPlayerClasses[] =
-{
- "pc_class1",
- "pc_class2",
- "pc_class3",
- NULL
-};
-ConVar mp_limit_pc_class1( "mp_limit_pc_class1", "-1", FCVAR_REPLICATED, "Class limit for class 1" );
-ConVar mp_limit_pc_class2( "mp_limit_pc_class2", "-1", FCVAR_REPLICATED, "Class limit for class 2" );
-ConVar mp_limit_pc_class3( "mp_limit_pc_class3", "-1", FCVAR_REPLICATED, "Class limit for class 3" );
-#endif
-
-const char *pszTeamNames[] =
-{
- "#SDK_Team_Unassigned",
- "#SDK_Team_Spectator",
-#if defined ( SDK_USE_TEAMS )
- "#SDK_Team_Blue",
- "#SDK_Team_Red",
-#endif
-};
-
-//Tony; We need to precache all possible player models that we're going to use
-const char *pszPossiblePlayerModels[] =
-{
- SDK_PLAYER_MODEL,
- "models/player/american_rifleman.mdl",
- "models/player/german_rifleman.mdl",
- NULL
-};
-
-// ----------------------------------------------------------------------------- //
-// Global Weapon Definitions
-// ----------------------------------------------------------------------------- //
-
-//--------------------------------------------------------------------------------------------------------
-static const char * s_WeaponAliasInfo[] =
-{
- "none", // WEAPON_NONE
- "mp5", // SDK_WEAPON_MP5
- "shotgun", // SDK_WEAPON_SHOTGUN
- "grenade", // SDK_WEAPON_GRENADE
- "pistol", // SDK_WEAPON_PISTOL
- "crowbar", // SDK_WEAPON_CROWBAR
- NULL, // WEAPON_NONE
-};
-
-//--------------------------------------------------------------------------------------------------------
-//
-// Given an alias, return the associated weapon ID
-//
-int AliasToWeaponID( const char *alias )
-{
- if (alias)
- {
- for( int i=0; s_WeaponAliasInfo[i] != NULL; ++i )
- if (!Q_stricmp( s_WeaponAliasInfo[i], alias ))
- return i;
- }
-
- return WEAPON_NONE;
-}
-
-//--------------------------------------------------------------------------------------------------------
-//
-// Given a weapon ID, return its alias
-//
-const char *WeaponIDToAlias( int id )
-{
- if ( (id >= WEAPON_MAX) || (id < 0) )
- return NULL;
-
- return s_WeaponAliasInfo[id];
-}
-
-
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=====================================================================================// + +#include "cbase.h" +#include "weapon_sdkbase.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +// the 1 / 2 / 3 respectively are all identical in our template mod to start, I've made the base ones (pc_class1, pc_class2, pc_class3) and then duplicated them for the teams. +//Tony; for our template we have two versions. +#if defined ( SDK_USE_PLAYERCLASSES ) && defined ( SDK_USE_TEAMS ) +const char *pszTeamBlueClasses[] = +{ + "blue_class1", + "blue_class2", + "blue_class3", + NULL +}; + +const char *pszTeamRedClasses[] = +{ + "red_class1", + "red_class2", + "red_class3", + NULL +}; +ConVar mp_limit_blue_class1( "mp_limit_blue_class1", "-1", FCVAR_REPLICATED, "Class limit for Blue class 1" ); +ConVar mp_limit_blue_class2( "mp_limit_blue_class2", "-1", FCVAR_REPLICATED, "Class limit for Blue class 2" ); +ConVar mp_limit_blue_class3( "mp_limit_blue_class3", "-1", FCVAR_REPLICATED, "Class limit for Blue class 3" ); + +ConVar mp_limit_red_class1( "mp_limit_red_class1", "-1", FCVAR_REPLICATED, "Class limit for Red class 1" ); +ConVar mp_limit_red_class2( "mp_limit_red_class2", "-1", FCVAR_REPLICATED, "Class limit for Red class 2" ); +ConVar mp_limit_red_class3( "mp_limit_red_class3", "-1", FCVAR_REPLICATED, "Class limit for Red class 3" ); + +//Tony; not using teams, but we are using classes +#elif defined ( SDK_USE_PLAYERCLASSES ) && !defined( SDK_USE_TEAMS ) +const char *pszPlayerClasses[] = +{ + "pc_class1", + "pc_class2", + "pc_class3", + NULL +}; +ConVar mp_limit_pc_class1( "mp_limit_pc_class1", "-1", FCVAR_REPLICATED, "Class limit for class 1" ); +ConVar mp_limit_pc_class2( "mp_limit_pc_class2", "-1", FCVAR_REPLICATED, "Class limit for class 2" ); +ConVar mp_limit_pc_class3( "mp_limit_pc_class3", "-1", FCVAR_REPLICATED, "Class limit for class 3" ); +#endif + +const char *pszTeamNames[] = +{ + "#SDK_Team_Unassigned", + "#SDK_Team_Spectator", +#if defined ( SDK_USE_TEAMS ) + "#SDK_Team_Blue", + "#SDK_Team_Red", +#endif +}; + +//Tony; We need to precache all possible player models that we're going to use +const char *pszPossiblePlayerModels[] = +{ + SDK_PLAYER_MODEL, + "models/player/american_rifleman.mdl", + "models/player/german_rifleman.mdl", + NULL +}; + +// ----------------------------------------------------------------------------- // +// Global Weapon Definitions +// ----------------------------------------------------------------------------- // + +//-------------------------------------------------------------------------------------------------------- +static const char * s_WeaponAliasInfo[] = +{ + "none", // WEAPON_NONE + "mp5", // SDK_WEAPON_MP5 + "shotgun", // SDK_WEAPON_SHOTGUN + "grenade", // SDK_WEAPON_GRENADE + "pistol", // SDK_WEAPON_PISTOL + "crowbar", // SDK_WEAPON_CROWBAR + NULL, // WEAPON_NONE +}; + +//-------------------------------------------------------------------------------------------------------- +// +// Given an alias, return the associated weapon ID +// +int AliasToWeaponID( const char *alias ) +{ + if (alias) + { + for( int i=0; s_WeaponAliasInfo[i] != NULL; ++i ) + if (!Q_stricmp( s_WeaponAliasInfo[i], alias )) + return i; + } + + return WEAPON_NONE; +} + +//-------------------------------------------------------------------------------------------------------- +// +// Given a weapon ID, return its alias +// +const char *WeaponIDToAlias( int id ) +{ + if ( (id >= WEAPON_MAX) || (id < 0) ) + return NULL; + + return s_WeaponAliasInfo[id]; +} + + |