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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/sdk/weapon_basesdkgrenade.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/sdk/weapon_basesdkgrenade.h')
-rw-r--r--mp/src/game/shared/sdk/weapon_basesdkgrenade.h158
1 files changed, 79 insertions, 79 deletions
diff --git a/mp/src/game/shared/sdk/weapon_basesdkgrenade.h b/mp/src/game/shared/sdk/weapon_basesdkgrenade.h
index 3b0d6447..3eaa26c3 100644
--- a/mp/src/game/shared/sdk/weapon_basesdkgrenade.h
+++ b/mp/src/game/shared/sdk/weapon_basesdkgrenade.h
@@ -1,79 +1,79 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//=============================================================================//
-
-#ifndef WEAPON_BASESDKGRENADE_H
-#define WEAPON_BASESDKGRENADE_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-
-#include "weapon_sdkbase.h"
-
-
-#ifdef CLIENT_DLL
-
- #define CBaseSDKGrenade C_BaseSDKGrenade
-
-#endif
-
-
-class CBaseSDKGrenade : public CWeaponSDKBase
-{
-public:
- DECLARE_CLASS( CBaseSDKGrenade, CWeaponSDKBase );
- DECLARE_NETWORKCLASS();
- DECLARE_PREDICTABLE();
-
- CBaseSDKGrenade();
-
- virtual void Precache();
-
- bool Deploy();
- bool Holster( CBaseCombatWeapon *pSwitchingTo );
-
- void PrimaryAttack();
- void SecondaryAttack();
-
- bool Reload();
-
- virtual void ItemPostFrame();
-
- void DecrementAmmo( CBaseCombatCharacter *pOwner );
- virtual void StartGrenadeThrow();
- virtual void ThrowGrenade();
- virtual void DropGrenade();
-
- bool IsPinPulled() const;
-
-#ifndef CLIENT_DLL
- DECLARE_DATADESC();
-
- virtual bool AllowsAutoSwitchFrom( void ) const;
-
- int CapabilitiesGet();
-
- // Each derived grenade class implements this.
- virtual void EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer );
-#endif
-
-protected:
- CNetworkVar( bool, m_bRedraw ); // Draw the weapon again after throwing a grenade
- CNetworkVar( bool, m_bPinPulled ); // Set to true when the pin has been pulled but the grenade hasn't been thrown yet.
- CNetworkVar( float, m_fThrowTime ); // the time at which the grenade will be thrown. If this value is 0 then the time hasn't been set yet.
-
-private:
- CBaseSDKGrenade( const CBaseSDKGrenade & ) {}
-};
-
-
-inline bool CBaseSDKGrenade::IsPinPulled() const
-{
- return m_bPinPulled;
-}
-
-
-#endif // WEAPON_BASESDKGRENADE_H
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#ifndef WEAPON_BASESDKGRENADE_H
+#define WEAPON_BASESDKGRENADE_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+
+#include "weapon_sdkbase.h"
+
+
+#ifdef CLIENT_DLL
+
+ #define CBaseSDKGrenade C_BaseSDKGrenade
+
+#endif
+
+
+class CBaseSDKGrenade : public CWeaponSDKBase
+{
+public:
+ DECLARE_CLASS( CBaseSDKGrenade, CWeaponSDKBase );
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+
+ CBaseSDKGrenade();
+
+ virtual void Precache();
+
+ bool Deploy();
+ bool Holster( CBaseCombatWeapon *pSwitchingTo );
+
+ void PrimaryAttack();
+ void SecondaryAttack();
+
+ bool Reload();
+
+ virtual void ItemPostFrame();
+
+ void DecrementAmmo( CBaseCombatCharacter *pOwner );
+ virtual void StartGrenadeThrow();
+ virtual void ThrowGrenade();
+ virtual void DropGrenade();
+
+ bool IsPinPulled() const;
+
+#ifndef CLIENT_DLL
+ DECLARE_DATADESC();
+
+ virtual bool AllowsAutoSwitchFrom( void ) const;
+
+ int CapabilitiesGet();
+
+ // Each derived grenade class implements this.
+ virtual void EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer );
+#endif
+
+protected:
+ CNetworkVar( bool, m_bRedraw ); // Draw the weapon again after throwing a grenade
+ CNetworkVar( bool, m_bPinPulled ); // Set to true when the pin has been pulled but the grenade hasn't been thrown yet.
+ CNetworkVar( float, m_fThrowTime ); // the time at which the grenade will be thrown. If this value is 0 then the time hasn't been set yet.
+
+private:
+ CBaseSDKGrenade( const CBaseSDKGrenade & ) {}
+};
+
+
+inline bool CBaseSDKGrenade::IsPinPulled() const
+{
+ return m_bPinPulled;
+}
+
+
+#endif // WEAPON_BASESDKGRENADE_H