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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 /sp/src/game/client/c_ai_basenpc.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 'sp/src/game/client/c_ai_basenpc.h')
-rw-r--r--sp/src/game/client/c_ai_basenpc.h122
1 files changed, 61 insertions, 61 deletions
diff --git a/sp/src/game/client/c_ai_basenpc.h b/sp/src/game/client/c_ai_basenpc.h
index 379ac419..64636c45 100644
--- a/sp/src/game/client/c_ai_basenpc.h
+++ b/sp/src/game/client/c_ai_basenpc.h
@@ -1,61 +1,61 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#ifndef C_AI_BASENPC_H
-#define C_AI_BASENPC_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-
-#include "c_basecombatcharacter.h"
-
-// NOTE: MOved all controller code into c_basestudiomodel
-class C_AI_BaseNPC : public C_BaseCombatCharacter
-{
- DECLARE_CLASS( C_AI_BaseNPC, C_BaseCombatCharacter );
-
-public:
- DECLARE_CLIENTCLASS();
-
- C_AI_BaseNPC();
- virtual unsigned int PhysicsSolidMaskForEntity( void ) const;
- virtual bool IsNPC( void ) { return true; }
- bool IsMoving( void ){ return m_bIsMoving; }
- bool ShouldAvoidObstacle( void ){ return m_bPerformAvoidance; }
- virtual bool AddRagdollToFadeQueue( void ) { return m_bFadeCorpse; }
-
- virtual void GetRagdollInitBoneArrays( matrix3x4_t *pDeltaBones0, matrix3x4_t *pDeltaBones1, matrix3x4_t *pCurrentBones, float boneDt );
-
- int GetDeathPose( void ) { return m_iDeathPose; }
-
- bool ShouldModifyPlayerSpeed( void ) { return m_bSpeedModActive; }
- int GetSpeedModifyRadius( void ) { return m_iSpeedModRadius; }
- int GetSpeedModifySpeed( void ) { return m_iSpeedModSpeed; }
-
- void ClientThink( void );
- void OnDataChanged( DataUpdateType_t type );
- bool ImportantRagdoll( void ) { return m_bImportanRagdoll; }
-
-private:
- C_AI_BaseNPC( const C_AI_BaseNPC & ); // not defined, not accessible
- float m_flTimePingEffect;
- int m_iDeathPose;
- int m_iDeathFrame;
-
- int m_iSpeedModRadius;
- int m_iSpeedModSpeed;
-
- bool m_bPerformAvoidance;
- bool m_bIsMoving;
- bool m_bFadeCorpse;
- bool m_bSpeedModActive;
- bool m_bImportanRagdoll;
-};
-
-
-#endif // C_AI_BASENPC_H
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef C_AI_BASENPC_H
+#define C_AI_BASENPC_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+
+#include "c_basecombatcharacter.h"
+
+// NOTE: MOved all controller code into c_basestudiomodel
+class C_AI_BaseNPC : public C_BaseCombatCharacter
+{
+ DECLARE_CLASS( C_AI_BaseNPC, C_BaseCombatCharacter );
+
+public:
+ DECLARE_CLIENTCLASS();
+
+ C_AI_BaseNPC();
+ virtual unsigned int PhysicsSolidMaskForEntity( void ) const;
+ virtual bool IsNPC( void ) { return true; }
+ bool IsMoving( void ){ return m_bIsMoving; }
+ bool ShouldAvoidObstacle( void ){ return m_bPerformAvoidance; }
+ virtual bool AddRagdollToFadeQueue( void ) { return m_bFadeCorpse; }
+
+ virtual void GetRagdollInitBoneArrays( matrix3x4_t *pDeltaBones0, matrix3x4_t *pDeltaBones1, matrix3x4_t *pCurrentBones, float boneDt );
+
+ int GetDeathPose( void ) { return m_iDeathPose; }
+
+ bool ShouldModifyPlayerSpeed( void ) { return m_bSpeedModActive; }
+ int GetSpeedModifyRadius( void ) { return m_iSpeedModRadius; }
+ int GetSpeedModifySpeed( void ) { return m_iSpeedModSpeed; }
+
+ void ClientThink( void );
+ void OnDataChanged( DataUpdateType_t type );
+ bool ImportantRagdoll( void ) { return m_bImportanRagdoll; }
+
+private:
+ C_AI_BaseNPC( const C_AI_BaseNPC & ); // not defined, not accessible
+ float m_flTimePingEffect;
+ int m_iDeathPose;
+ int m_iDeathFrame;
+
+ int m_iSpeedModRadius;
+ int m_iSpeedModSpeed;
+
+ bool m_bPerformAvoidance;
+ bool m_bIsMoving;
+ bool m_bFadeCorpse;
+ bool m_bSpeedModActive;
+ bool m_bImportanRagdoll;
+};
+
+
+#endif // C_AI_BASENPC_H