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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/fx_impact.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/fx_impact.h')
-rw-r--r--sp/src/game/client/fx_impact.h138
1 files changed, 69 insertions, 69 deletions
diff --git a/sp/src/game/client/fx_impact.h b/sp/src/game/client/fx_impact.h
index f85c1f1f..ad57f7e7 100644
--- a/sp/src/game/client/fx_impact.h
+++ b/sp/src/game/client/fx_impact.h
@@ -1,69 +1,69 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//=============================================================================//
-
-#ifndef FX_IMPACT_H
-#define FX_IMPACT_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-#include "c_te_effect_dispatch.h"
-#include "istudiorender.h"
-
-// Parse the impact data from the server's data block
-C_BaseEntity *ParseImpactData( const CEffectData &data, Vector *vecOrigin, Vector *vecStart, Vector *vecShotDir, short &nSurfaceProp, int &iMaterial, int &iDamageType, int &iHitbox );
-
-// Get the decal name to use based on an impact with the specified entity, surface material, and damage type
-char const *GetImpactDecal( C_BaseEntity *pEntity, int iMaterial, int iDamageType );
-
-// Basic decal handling
-// Returns true if it hit something
-enum
-{
- IMPACT_NODECAL = 0x1,
- IMPACT_REPORT_RAGDOLL_IMPACTS = 0x2,
-};
-
-bool Impact( Vector &vecOrigin, Vector &vecStart, int iMaterial, int iDamageType, int iHitbox, C_BaseEntity *pEntity, trace_t &tr, int nFlags = 0, int maxLODToDecal = ADDDECAL_TO_ALL_LODS );
-
-// Flags for PerformCustomEffects
-enum
-{
- FLAGS_CUSTIOM_EFFECTS_NOFLECKS = 0x1,
-};
-
-// Do spiffy things according to the material hit
-void PerformCustomEffects( const Vector &vecOrigin, trace_t &tr, const Vector &shotDir, int iMaterial, int iScale, int nFlags = 0 );
-
-// Play the correct impact sound according to the material hit
-void PlayImpactSound( C_BaseEntity *pServerEntity, trace_t &tr, Vector &vecServerOrigin, int nServerSurfaceProp );
-
-// This can be used to hook impact sounds and play them at a later time.
-// Shotguns do this so it doesn't play 10 identical sounds in the same spot.
-typedef void (*ImpactSoundRouteFn)( const char *pSoundName, const Vector &vEndPos );
-void SetImpactSoundRoute( ImpactSoundRouteFn fn );
-
-//-----------------------------------------------------------------------------
-// Purpose: Enumerator class for ragdolls being affected by bullet forces
-//-----------------------------------------------------------------------------
-class CRagdollEnumerator : public IPartitionEnumerator
-{
-public:
- // Forced constructor
- CRagdollEnumerator( Ray_t& shot, int iDamageType );
-
- // Actual work code
- virtual IterationRetval_t EnumElement( IHandleEntity *pHandleEntity );
-
- bool Hit( void ) const { return m_bHit; }
-
-private:
- Ray_t m_rayShot;
- int m_iDamageType;
- bool m_bHit;
-};
-
-#endif // FX_IMPACT_H
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#ifndef FX_IMPACT_H
+#define FX_IMPACT_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "c_te_effect_dispatch.h"
+#include "istudiorender.h"
+
+// Parse the impact data from the server's data block
+C_BaseEntity *ParseImpactData( const CEffectData &data, Vector *vecOrigin, Vector *vecStart, Vector *vecShotDir, short &nSurfaceProp, int &iMaterial, int &iDamageType, int &iHitbox );
+
+// Get the decal name to use based on an impact with the specified entity, surface material, and damage type
+char const *GetImpactDecal( C_BaseEntity *pEntity, int iMaterial, int iDamageType );
+
+// Basic decal handling
+// Returns true if it hit something
+enum
+{
+ IMPACT_NODECAL = 0x1,
+ IMPACT_REPORT_RAGDOLL_IMPACTS = 0x2,
+};
+
+bool Impact( Vector &vecOrigin, Vector &vecStart, int iMaterial, int iDamageType, int iHitbox, C_BaseEntity *pEntity, trace_t &tr, int nFlags = 0, int maxLODToDecal = ADDDECAL_TO_ALL_LODS );
+
+// Flags for PerformCustomEffects
+enum
+{
+ FLAGS_CUSTIOM_EFFECTS_NOFLECKS = 0x1,
+};
+
+// Do spiffy things according to the material hit
+void PerformCustomEffects( const Vector &vecOrigin, trace_t &tr, const Vector &shotDir, int iMaterial, int iScale, int nFlags = 0 );
+
+// Play the correct impact sound according to the material hit
+void PlayImpactSound( C_BaseEntity *pServerEntity, trace_t &tr, Vector &vecServerOrigin, int nServerSurfaceProp );
+
+// This can be used to hook impact sounds and play them at a later time.
+// Shotguns do this so it doesn't play 10 identical sounds in the same spot.
+typedef void (*ImpactSoundRouteFn)( const char *pSoundName, const Vector &vEndPos );
+void SetImpactSoundRoute( ImpactSoundRouteFn fn );
+
+//-----------------------------------------------------------------------------
+// Purpose: Enumerator class for ragdolls being affected by bullet forces
+//-----------------------------------------------------------------------------
+class CRagdollEnumerator : public IPartitionEnumerator
+{
+public:
+ // Forced constructor
+ CRagdollEnumerator( Ray_t& shot, int iDamageType );
+
+ // Actual work code
+ virtual IterationRetval_t EnumElement( IHandleEntity *pHandleEntity );
+
+ bool Hit( void ) const { return m_bHit; }
+
+private:
+ Ray_t m_rayShot;
+ int m_iDamageType;
+ bool m_bHit;
+};
+
+#endif // FX_IMPACT_H