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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_grenade.cpp
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_grenade.cpp')
-rw-r--r--mp/src/game/shared/sdk/weapon_grenade.cpp228
1 files changed, 114 insertions, 114 deletions
diff --git a/mp/src/game/shared/sdk/weapon_grenade.cpp b/mp/src/game/shared/sdk/weapon_grenade.cpp
index a5d5612c..428acc02 100644
--- a/mp/src/game/shared/sdk/weapon_grenade.cpp
+++ b/mp/src/game/shared/sdk/weapon_grenade.cpp
@@ -1,114 +1,114 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//=============================================================================//
-
-#include "cbase.h"
-#include "weapon_sdkbase.h"
-#include "gamerules.h"
-#include "npcevent.h"
-#include "engine/IEngineSound.h"
-#include "weapon_grenade.h"
-
-
-#ifdef CLIENT_DLL
-
-#else
-
- #include "sdk_player.h"
- #include "items.h"
- #include "sdk_basegrenade_projectile.h"
-
-#endif
-
-
-#define GRENADE_TIMER 3.0f //Seconds
-
-IMPLEMENT_NETWORKCLASS_ALIASED( SDKGrenade, DT_SDKGrenade )
-
-BEGIN_NETWORK_TABLE(CSDKGrenade, DT_SDKGrenade)
-END_NETWORK_TABLE()
-
-BEGIN_PREDICTION_DATA( CSDKGrenade )
-END_PREDICTION_DATA()
-
-LINK_ENTITY_TO_CLASS( weapon_grenade, CSDKGrenade );
-PRECACHE_WEAPON_REGISTER( weapon_grenade );
-
-
-#ifdef GAME_DLL
-
-#define GRENADE_MODEL "models/Weapons/w_eq_fraggrenade_thrown.mdl"
-
-class CGrenadeProjectile : public CBaseGrenadeProjectile
-{
-public:
- DECLARE_CLASS( CGrenadeProjectile, CBaseGrenadeProjectile );
-
-
- // Overrides.
-public:
- virtual void Spawn()
- {
- SetModel( GRENADE_MODEL );
- BaseClass::Spawn();
- }
-
- virtual void Precache()
- {
- PrecacheModel( GRENADE_MODEL );
- BaseClass::Precache();
- }
-
- // Grenade stuff.
-public:
-
- static CGrenadeProjectile* Create(
- const Vector &position,
- const QAngle &angles,
- const Vector &velocity,
- const AngularImpulse &angVelocity,
- CBaseCombatCharacter *pOwner,
- float timer )
- {
- CGrenadeProjectile *pGrenade = (CGrenadeProjectile*)CBaseEntity::Create( "grenade_projectile", position, angles, pOwner );
-
- // Set the timer for 1 second less than requested. We're going to issue a SOUND_DANGER
- // one second before detonation.
-
- pGrenade->SetDetonateTimerLength( 1.5 );
- pGrenade->SetAbsVelocity( velocity );
- pGrenade->SetupInitialTransmittedGrenadeVelocity( velocity );
- pGrenade->SetThrower( pOwner );
-
- pGrenade->SetGravity( BaseClass::GetGrenadeGravity() );
- pGrenade->SetFriction( BaseClass::GetGrenadeFriction() );
- pGrenade->SetElasticity( BaseClass::GetGrenadeElasticity() );
-
- pGrenade->m_flDamage = 100;
- pGrenade->m_DmgRadius = pGrenade->m_flDamage * 3.5f;
- pGrenade->ChangeTeam( pOwner->GetTeamNumber() );
- pGrenade->ApplyLocalAngularVelocityImpulse( angVelocity );
-
- // make NPCs afaid of it while in the air
- pGrenade->SetThink( &CGrenadeProjectile::DangerSoundThink );
- pGrenade->SetNextThink( gpGlobals->curtime );
-
- return pGrenade;
- }
-};
-
-LINK_ENTITY_TO_CLASS( grenade_projectile, CGrenadeProjectile );
-PRECACHE_WEAPON_REGISTER( grenade_projectile );
-
-BEGIN_DATADESC( CSDKGrenade )
-END_DATADESC()
-
-void CSDKGrenade::EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer )
-{
- CGrenadeProjectile::Create( vecSrc, vecAngles, vecVel, angImpulse, pPlayer, GRENADE_TIMER );
-}
-
-#endif
-
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "cbase.h"
+#include "weapon_sdkbase.h"
+#include "gamerules.h"
+#include "npcevent.h"
+#include "engine/IEngineSound.h"
+#include "weapon_grenade.h"
+
+
+#ifdef CLIENT_DLL
+
+#else
+
+ #include "sdk_player.h"
+ #include "items.h"
+ #include "sdk_basegrenade_projectile.h"
+
+#endif
+
+
+#define GRENADE_TIMER 3.0f //Seconds
+
+IMPLEMENT_NETWORKCLASS_ALIASED( SDKGrenade, DT_SDKGrenade )
+
+BEGIN_NETWORK_TABLE(CSDKGrenade, DT_SDKGrenade)
+END_NETWORK_TABLE()
+
+BEGIN_PREDICTION_DATA( CSDKGrenade )
+END_PREDICTION_DATA()
+
+LINK_ENTITY_TO_CLASS( weapon_grenade, CSDKGrenade );
+PRECACHE_WEAPON_REGISTER( weapon_grenade );
+
+
+#ifdef GAME_DLL
+
+#define GRENADE_MODEL "models/Weapons/w_eq_fraggrenade_thrown.mdl"
+
+class CGrenadeProjectile : public CBaseGrenadeProjectile
+{
+public:
+ DECLARE_CLASS( CGrenadeProjectile, CBaseGrenadeProjectile );
+
+
+ // Overrides.
+public:
+ virtual void Spawn()
+ {
+ SetModel( GRENADE_MODEL );
+ BaseClass::Spawn();
+ }
+
+ virtual void Precache()
+ {
+ PrecacheModel( GRENADE_MODEL );
+ BaseClass::Precache();
+ }
+
+ // Grenade stuff.
+public:
+
+ static CGrenadeProjectile* Create(
+ const Vector &position,
+ const QAngle &angles,
+ const Vector &velocity,
+ const AngularImpulse &angVelocity,
+ CBaseCombatCharacter *pOwner,
+ float timer )
+ {
+ CGrenadeProjectile *pGrenade = (CGrenadeProjectile*)CBaseEntity::Create( "grenade_projectile", position, angles, pOwner );
+
+ // Set the timer for 1 second less than requested. We're going to issue a SOUND_DANGER
+ // one second before detonation.
+
+ pGrenade->SetDetonateTimerLength( 1.5 );
+ pGrenade->SetAbsVelocity( velocity );
+ pGrenade->SetupInitialTransmittedGrenadeVelocity( velocity );
+ pGrenade->SetThrower( pOwner );
+
+ pGrenade->SetGravity( BaseClass::GetGrenadeGravity() );
+ pGrenade->SetFriction( BaseClass::GetGrenadeFriction() );
+ pGrenade->SetElasticity( BaseClass::GetGrenadeElasticity() );
+
+ pGrenade->m_flDamage = 100;
+ pGrenade->m_DmgRadius = pGrenade->m_flDamage * 3.5f;
+ pGrenade->ChangeTeam( pOwner->GetTeamNumber() );
+ pGrenade->ApplyLocalAngularVelocityImpulse( angVelocity );
+
+ // make NPCs afaid of it while in the air
+ pGrenade->SetThink( &CGrenadeProjectile::DangerSoundThink );
+ pGrenade->SetNextThink( gpGlobals->curtime );
+
+ return pGrenade;
+ }
+};
+
+LINK_ENTITY_TO_CLASS( grenade_projectile, CGrenadeProjectile );
+PRECACHE_WEAPON_REGISTER( grenade_projectile );
+
+BEGIN_DATADESC( CSDKGrenade )
+END_DATADESC()
+
+void CSDKGrenade::EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer )
+{
+ CGrenadeProjectile::Create( vecSrc, vecAngles, vecVel, angImpulse, pPlayer, GRENADE_TIMER );
+}
+
+#endif
+