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| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /sp/src/game/client/fx_impact.h | |
| parent | Mark some more files as text. (diff) | |
| download | source-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.h | 138 |
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 |