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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/server/ai_moveshoot.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/server/ai_moveshoot.h')
-rw-r--r--sp/src/game/server/ai_moveshoot.h108
1 files changed, 54 insertions, 54 deletions
diff --git a/sp/src/game/server/ai_moveshoot.h b/sp/src/game/server/ai_moveshoot.h
index 3c9da731..9fee0005 100644
--- a/sp/src/game/server/ai_moveshoot.h
+++ b/sp/src/game/server/ai_moveshoot.h
@@ -1,54 +1,54 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//=============================================================================//
-
-#ifndef AI_MOVESHOOT_H
-#define AI_MOVESHOOT_H
-
-#include "ai_component.h"
-
-#if defined( _WIN32 )
-#pragma once
-#endif
-
-//-----------------------------------------------------------------------------
-// @TODO (toml 07-09-03): probably want to fold this into base NPC. evaluate when
-// head above water
-
-class CAI_MoveAndShootOverlay : public CAI_Component
-{
- typedef CAI_Component BaseClass;
-
-public:
- CAI_MoveAndShootOverlay();
-
- void StartShootWhileMove( );
- void NoShootWhileMove();
- void RunShootWhileMove();
- void EndShootWhileMove();
- void SuspendMoveAndShoot( float flDuration );
- bool IsSuspended() { return m_flSuspendUntilTime > gpGlobals->curtime; }
-
- void SetInitialDelay( float delay );
-
- bool IsMovingAndShooting( void ) const { return m_bMovingAndShooting; }
-
-private:
-
- bool HasAvailableRangeAttack();
- bool CanAimAtEnemy();
- void UpdateMoveShootActivity( bool bMoveAimAtEnemy );
-
- bool m_bMovingAndShooting;
- bool m_bNoShootWhileMove;
- float m_initialDelay;
- float m_flSuspendUntilTime;
-
- DECLARE_SIMPLE_DATADESC();
-};
-
-//-----------------------------------------------------------------------------
-
-#endif // AI_MOVESHOOT_H
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#ifndef AI_MOVESHOOT_H
+#define AI_MOVESHOOT_H
+
+#include "ai_component.h"
+
+#if defined( _WIN32 )
+#pragma once
+#endif
+
+//-----------------------------------------------------------------------------
+// @TODO (toml 07-09-03): probably want to fold this into base NPC. evaluate when
+// head above water
+
+class CAI_MoveAndShootOverlay : public CAI_Component
+{
+ typedef CAI_Component BaseClass;
+
+public:
+ CAI_MoveAndShootOverlay();
+
+ void StartShootWhileMove( );
+ void NoShootWhileMove();
+ void RunShootWhileMove();
+ void EndShootWhileMove();
+ void SuspendMoveAndShoot( float flDuration );
+ bool IsSuspended() { return m_flSuspendUntilTime > gpGlobals->curtime; }
+
+ void SetInitialDelay( float delay );
+
+ bool IsMovingAndShooting( void ) const { return m_bMovingAndShooting; }
+
+private:
+
+ bool HasAvailableRangeAttack();
+ bool CanAimAtEnemy();
+ void UpdateMoveShootActivity( bool bMoveAimAtEnemy );
+
+ bool m_bMovingAndShooting;
+ bool m_bNoShootWhileMove;
+ float m_initialDelay;
+ float m_flSuspendUntilTime;
+
+ DECLARE_SIMPLE_DATADESC();
+};
+
+//-----------------------------------------------------------------------------
+
+#endif // AI_MOVESHOOT_H