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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_sdkbase.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_sdkbase.cpp')
-rw-r--r--mp/src/game/shared/sdk/weapon_sdkbase.cpp324
1 files changed, 162 insertions, 162 deletions
diff --git a/mp/src/game/shared/sdk/weapon_sdkbase.cpp b/mp/src/game/shared/sdk/weapon_sdkbase.cpp
index bba6a2a3..f6e59291 100644
--- a/mp/src/game/shared/sdk/weapon_sdkbase.cpp
+++ b/mp/src/game/shared/sdk/weapon_sdkbase.cpp
@@ -1,163 +1,163 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#include "cbase.h"
-#include "in_buttons.h"
-#include "takedamageinfo.h"
-#include "weapon_sdkbase.h"
-#include "ammodef.h"
-
-
-#if defined( CLIENT_DLL )
-
- #include "c_sdk_player.h"
-
-#else
-
- #include "sdk_player.h"
-
-#endif
-
-
-// ----------------------------------------------------------------------------- //
-// Global functions.
-// ----------------------------------------------------------------------------- //
-
-//--------------------------------------------------------------------------------------------------------
-static const char * s_WeaponAliasInfo[] =
-{
- "none", // WEAPON_NONE
- "mp5", // WEAPON_MP5
- "shotgun", // WEAPON_SHOTGUN
- "grenade", // WEAPON_GRENADE
- 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];
-}
-
-// ----------------------------------------------------------------------------- //
-// CWeaponSDKBase tables.
-// ----------------------------------------------------------------------------- //
-
-IMPLEMENT_NETWORKCLASS_ALIASED( WeaponSDKBase, DT_WeaponSDKBase )
-
-BEGIN_NETWORK_TABLE( CWeaponSDKBase, DT_WeaponSDKBase )
-#ifdef CLIENT_DLL
-
-#else
- // world weapon models have no animations
- SendPropExclude( "DT_AnimTimeMustBeFirst", "m_flAnimTime" ),
- SendPropExclude( "DT_BaseAnimating", "m_nSequence" ),
-#endif
-END_NETWORK_TABLE()
-
-#ifdef CLIENT_DLL
-BEGIN_PREDICTION_DATA( CWeaponSDKBase )
- DEFINE_PRED_FIELD( m_flTimeWeaponIdle, FIELD_FLOAT, FTYPEDESC_OVERRIDE | FTYPEDESC_NOERRORCHECK ),
-END_PREDICTION_DATA()
-#endif
-
-LINK_ENTITY_TO_CLASS( weapon_sdk_base, CWeaponSDKBase );
-
-
-#ifdef GAME_DLL
-
- BEGIN_DATADESC( CWeaponSDKBase )
-
- // New weapon Think and Touch Functions go here..
-
- END_DATADESC()
-
-#endif
-
-// ----------------------------------------------------------------------------- //
-// CWeaponCSBase implementation.
-// ----------------------------------------------------------------------------- //
-CWeaponSDKBase::CWeaponSDKBase()
-{
- SetPredictionEligible( true );
-
- AddSolidFlags( FSOLID_TRIGGER ); // Nothing collides with these but it gets touches.
-}
-
-const CSDKWeaponInfo &CWeaponSDKBase::GetSDKWpnData() const
-{
- const FileWeaponInfo_t *pWeaponInfo = &GetWpnData();
- const CSDKWeaponInfo *pSDKInfo;
-
- #ifdef _DEBUG
- pSDKInfo = dynamic_cast< const CSDKWeaponInfo* >( pWeaponInfo );
- Assert( pSDKInfo );
- #else
- pSDKInfo = static_cast< const CSDKWeaponInfo* >( pWeaponInfo );
- #endif
-
- return *pSDKInfo;
-}
-
-bool CWeaponSDKBase::PlayEmptySound()
-{
- CPASAttenuationFilter filter( this );
- filter.UsePredictionRules();
-
- EmitSound( filter, entindex(), "Default.ClipEmpty_Rifle" );
-
- return 0;
-}
-
-CSDKPlayer* CWeaponSDKBase::GetPlayerOwner() const
-{
- return dynamic_cast< CSDKPlayer* >( GetOwner() );
-}
-
-#ifdef GAME_DLL
-
-void CWeaponSDKBase::SendReloadEvents()
-{
- CSDKPlayer *pPlayer = dynamic_cast< CSDKPlayer* >( GetOwner() );
- if ( !pPlayer )
- return;
-
- // Send a message to any clients that have this entity to play the reload.
- CPASFilter filter( pPlayer->GetAbsOrigin() );
- filter.RemoveRecipient( pPlayer );
-
- UserMessageBegin( filter, "ReloadEffect" );
- WRITE_SHORT( pPlayer->entindex() );
- MessageEnd();
-
- // Make the player play his reload animation.
- pPlayer->DoAnimationEvent( PLAYERANIMEVENT_RELOAD );
-}
-
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "cbase.h"
+#include "in_buttons.h"
+#include "takedamageinfo.h"
+#include "weapon_sdkbase.h"
+#include "ammodef.h"
+
+
+#if defined( CLIENT_DLL )
+
+ #include "c_sdk_player.h"
+
+#else
+
+ #include "sdk_player.h"
+
+#endif
+
+
+// ----------------------------------------------------------------------------- //
+// Global functions.
+// ----------------------------------------------------------------------------- //
+
+//--------------------------------------------------------------------------------------------------------
+static const char * s_WeaponAliasInfo[] =
+{
+ "none", // WEAPON_NONE
+ "mp5", // WEAPON_MP5
+ "shotgun", // WEAPON_SHOTGUN
+ "grenade", // WEAPON_GRENADE
+ 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];
+}
+
+// ----------------------------------------------------------------------------- //
+// CWeaponSDKBase tables.
+// ----------------------------------------------------------------------------- //
+
+IMPLEMENT_NETWORKCLASS_ALIASED( WeaponSDKBase, DT_WeaponSDKBase )
+
+BEGIN_NETWORK_TABLE( CWeaponSDKBase, DT_WeaponSDKBase )
+#ifdef CLIENT_DLL
+
+#else
+ // world weapon models have no animations
+ SendPropExclude( "DT_AnimTimeMustBeFirst", "m_flAnimTime" ),
+ SendPropExclude( "DT_BaseAnimating", "m_nSequence" ),
+#endif
+END_NETWORK_TABLE()
+
+#ifdef CLIENT_DLL
+BEGIN_PREDICTION_DATA( CWeaponSDKBase )
+ DEFINE_PRED_FIELD( m_flTimeWeaponIdle, FIELD_FLOAT, FTYPEDESC_OVERRIDE | FTYPEDESC_NOERRORCHECK ),
+END_PREDICTION_DATA()
+#endif
+
+LINK_ENTITY_TO_CLASS( weapon_sdk_base, CWeaponSDKBase );
+
+
+#ifdef GAME_DLL
+
+ BEGIN_DATADESC( CWeaponSDKBase )
+
+ // New weapon Think and Touch Functions go here..
+
+ END_DATADESC()
+
+#endif
+
+// ----------------------------------------------------------------------------- //
+// CWeaponCSBase implementation.
+// ----------------------------------------------------------------------------- //
+CWeaponSDKBase::CWeaponSDKBase()
+{
+ SetPredictionEligible( true );
+
+ AddSolidFlags( FSOLID_TRIGGER ); // Nothing collides with these but it gets touches.
+}
+
+const CSDKWeaponInfo &CWeaponSDKBase::GetSDKWpnData() const
+{
+ const FileWeaponInfo_t *pWeaponInfo = &GetWpnData();
+ const CSDKWeaponInfo *pSDKInfo;
+
+ #ifdef _DEBUG
+ pSDKInfo = dynamic_cast< const CSDKWeaponInfo* >( pWeaponInfo );
+ Assert( pSDKInfo );
+ #else
+ pSDKInfo = static_cast< const CSDKWeaponInfo* >( pWeaponInfo );
+ #endif
+
+ return *pSDKInfo;
+}
+
+bool CWeaponSDKBase::PlayEmptySound()
+{
+ CPASAttenuationFilter filter( this );
+ filter.UsePredictionRules();
+
+ EmitSound( filter, entindex(), "Default.ClipEmpty_Rifle" );
+
+ return 0;
+}
+
+CSDKPlayer* CWeaponSDKBase::GetPlayerOwner() const
+{
+ return dynamic_cast< CSDKPlayer* >( GetOwner() );
+}
+
+#ifdef GAME_DLL
+
+void CWeaponSDKBase::SendReloadEvents()
+{
+ CSDKPlayer *pPlayer = dynamic_cast< CSDKPlayer* >( GetOwner() );
+ if ( !pPlayer )
+ return;
+
+ // Send a message to any clients that have this entity to play the reload.
+ CPASFilter filter( pPlayer->GetAbsOrigin() );
+ filter.RemoveRecipient( pPlayer );
+
+ UserMessageBegin( filter, "ReloadEffect" );
+ WRITE_SHORT( pPlayer->entindex() );
+ MessageEnd();
+
+ // Make the player play his reload animation.
+ pPlayer->DoAnimationEvent( PLAYERANIMEVENT_RELOAD );
+}
+
#endif \ No newline at end of file