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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/weapon_ifmbase.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/weapon_ifmbase.cpp')
-rw-r--r--mp/src/game/shared/weapon_ifmbase.cpp244
1 files changed, 122 insertions, 122 deletions
diff --git a/mp/src/game/shared/weapon_ifmbase.cpp b/mp/src/game/shared/weapon_ifmbase.cpp
index 67096fa7..8051dc37 100644
--- a/mp/src/game/shared/weapon_ifmbase.cpp
+++ b/mp/src/game/shared/weapon_ifmbase.cpp
@@ -1,122 +1,122 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//===========================================================================//
-
-#include "cbase.h"
-#include "weapon_ifmbase.h"
-
-#if defined( CLIENT_DLL )
-
- #include "vgui/ISurface.h"
- #include "vgui_controls/Controls.h"
- #include "hud_crosshair.h"
-
-#endif
-
-
-//-----------------------------------------------------------------------------
-// CWeaponIFMBase tables.
-//-----------------------------------------------------------------------------
-IMPLEMENT_NETWORKCLASS_ALIASED( WeaponIFMBase, DT_WeaponIFMBase )
-
-BEGIN_NETWORK_TABLE( CWeaponIFMBase, DT_WeaponIFMBase )
-END_NETWORK_TABLE()
-
-BEGIN_PREDICTION_DATA( CWeaponIFMBase )
-END_PREDICTION_DATA()
-
-LINK_ENTITY_TO_CLASS( weapon_ifm_base, CWeaponIFMBase );
-
-
-#ifdef GAME_DLL
-
-BEGIN_DATADESC( CWeaponIFMBase )
-
-END_DATADESC()
-
-#endif
-
-//-----------------------------------------------------------------------------
-// CWeaponIFMBase implementation.
-//-----------------------------------------------------------------------------
-CWeaponIFMBase::CWeaponIFMBase()
-{
- SetPredictionEligible( true );
- AddSolidFlags( FSOLID_TRIGGER ); // Nothing collides with these but it gets touches.
-}
-
-bool CWeaponIFMBase::IsPredicted() const
-{
- return true;
-}
-
-#ifdef CLIENT_DLL
-
-void CWeaponIFMBase::OnDataChanged( DataUpdateType_t type )
-{
- BaseClass::OnDataChanged( type );
-
- if ( GetPredictable() && !ShouldPredict() )
- {
- ShutdownPredictable();
- }
-}
-
-bool CWeaponIFMBase::ShouldPredict()
-{
- if ( GetOwner() && GetOwner() == C_BasePlayer::GetLocalPlayer() )
- return true;
-
- return BaseClass::ShouldPredict();
-}
-
-
-#else
-
-void CWeaponIFMBase::Spawn()
-{
- BaseClass::Spawn();
-
- // Set this here to allow players to shoot dropped weapons
- SetCollisionGroup( COLLISION_GROUP_WEAPON );
-}
-
-#endif
-
-/*
-void CWeaponIFMBase::FallInit( void )
-{
-#ifndef CLIENT_DLL
- SetModel( GetWorldModel() );
- VPhysicsDestroyObject();
-
- if ( HasSpawnFlags( SF_NORESPAWN ) == false )
- {
- SetMoveType( MOVETYPE_NONE );
- SetSolid( SOLID_BBOX );
- AddSolidFlags( FSOLID_TRIGGER );
-
- UTIL_DropToFloor( this, MASK_SOLID );
- }
- else
- {
- if ( !VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, false ) )
- {
- SetMoveType( MOVETYPE_NONE );
- SetSolid( SOLID_BBOX );
- AddSolidFlags( FSOLID_TRIGGER );
- }
- }
-
- SetPickupTouch();
-
- SetThink( &CBaseCombatWeapon::FallThink );
-
- SetNextThink( gpGlobals->curtime + 0.1f );
-
-#endif
-}
-*/
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//===========================================================================//
+
+#include "cbase.h"
+#include "weapon_ifmbase.h"
+
+#if defined( CLIENT_DLL )
+
+ #include "vgui/ISurface.h"
+ #include "vgui_controls/Controls.h"
+ #include "hud_crosshair.h"
+
+#endif
+
+
+//-----------------------------------------------------------------------------
+// CWeaponIFMBase tables.
+//-----------------------------------------------------------------------------
+IMPLEMENT_NETWORKCLASS_ALIASED( WeaponIFMBase, DT_WeaponIFMBase )
+
+BEGIN_NETWORK_TABLE( CWeaponIFMBase, DT_WeaponIFMBase )
+END_NETWORK_TABLE()
+
+BEGIN_PREDICTION_DATA( CWeaponIFMBase )
+END_PREDICTION_DATA()
+
+LINK_ENTITY_TO_CLASS( weapon_ifm_base, CWeaponIFMBase );
+
+
+#ifdef GAME_DLL
+
+BEGIN_DATADESC( CWeaponIFMBase )
+
+END_DATADESC()
+
+#endif
+
+//-----------------------------------------------------------------------------
+// CWeaponIFMBase implementation.
+//-----------------------------------------------------------------------------
+CWeaponIFMBase::CWeaponIFMBase()
+{
+ SetPredictionEligible( true );
+ AddSolidFlags( FSOLID_TRIGGER ); // Nothing collides with these but it gets touches.
+}
+
+bool CWeaponIFMBase::IsPredicted() const
+{
+ return true;
+}
+
+#ifdef CLIENT_DLL
+
+void CWeaponIFMBase::OnDataChanged( DataUpdateType_t type )
+{
+ BaseClass::OnDataChanged( type );
+
+ if ( GetPredictable() && !ShouldPredict() )
+ {
+ ShutdownPredictable();
+ }
+}
+
+bool CWeaponIFMBase::ShouldPredict()
+{
+ if ( GetOwner() && GetOwner() == C_BasePlayer::GetLocalPlayer() )
+ return true;
+
+ return BaseClass::ShouldPredict();
+}
+
+
+#else
+
+void CWeaponIFMBase::Spawn()
+{
+ BaseClass::Spawn();
+
+ // Set this here to allow players to shoot dropped weapons
+ SetCollisionGroup( COLLISION_GROUP_WEAPON );
+}
+
+#endif
+
+/*
+void CWeaponIFMBase::FallInit( void )
+{
+#ifndef CLIENT_DLL
+ SetModel( GetWorldModel() );
+ VPhysicsDestroyObject();
+
+ if ( HasSpawnFlags( SF_NORESPAWN ) == false )
+ {
+ SetMoveType( MOVETYPE_NONE );
+ SetSolid( SOLID_BBOX );
+ AddSolidFlags( FSOLID_TRIGGER );
+
+ UTIL_DropToFloor( this, MASK_SOLID );
+ }
+ else
+ {
+ if ( !VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, false ) )
+ {
+ SetMoveType( MOVETYPE_NONE );
+ SetSolid( SOLID_BBOX );
+ AddSolidFlags( FSOLID_TRIGGER );
+ }
+ }
+
+ SetPickupTouch();
+
+ SetThink( &CBaseCombatWeapon::FallThink );
+
+ SetNextThink( gpGlobals->curtime + 0.1f );
+
+#endif
+}
+*/