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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/sdk/sdk_brushentity.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 'sp/src/game/server/sdk/sdk_brushentity.cpp')
-rw-r--r--sp/src/game/server/sdk/sdk_brushentity.cpp158
1 files changed, 79 insertions, 79 deletions
diff --git a/sp/src/game/server/sdk/sdk_brushentity.cpp b/sp/src/game/server/sdk/sdk_brushentity.cpp
index 74408ee3..1e90c99d 100644
--- a/sp/src/game/server/sdk/sdk_brushentity.cpp
+++ b/sp/src/game/server/sdk/sdk_brushentity.cpp
@@ -1,79 +1,79 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Simple brush entity that moves when touched
-//
-//=============================================================================//
-
-#include "cbase.h"
-
-class CMyBrushEntity : public CBaseToggle
-{
-public:
- DECLARE_CLASS( CMyBrushEntity, CBaseToggle );
- DECLARE_DATADESC();
-
- void Spawn( void );
- bool CreateVPhysics( void );
-
- void BrushTouch( CBaseEntity *pOther );
-};
-
-LINK_ENTITY_TO_CLASS( my_brush_entity, CMyBrushEntity );
-
-// Start of our data description for the class
-BEGIN_DATADESC( CMyBrushEntity )
-
- // Declare this function as being a touch function
- DEFINE_ENTITYFUNC( BrushTouch ),
-
-END_DATADESC()
-
-//-----------------------------------------------------------------------------
-// Purpose: Sets up the entity's initial state
-//-----------------------------------------------------------------------------
-void CMyBrushEntity::Spawn( void )
-{
- // We want to capture touches from other entities
- SetTouch( &CMyBrushEntity::BrushTouch );
-
- // We should collide with physics
- SetSolid( SOLID_VPHYSICS );
-
- // We push things out of our way
- SetMoveType( MOVETYPE_PUSH );
-
- // Use our brushmodel
- SetModel( STRING( GetModelName() ) );
-
- // Create our physics hull information
- CreateVPhysics();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Setup our physics information so we collide properly
-//-----------------------------------------------------------------------------
-bool CMyBrushEntity::CreateVPhysics( void )
-{
- // For collisions with physics objects
- VPhysicsInitShadow( false, false );
-
- return true;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Move away from an entity that touched us
-// Input : *pOther - the entity we touched
-//-----------------------------------------------------------------------------
-void CMyBrushEntity::BrushTouch( CBaseEntity *pOther )
-{
- // Get the collision information
- const trace_t &tr = GetTouchTrace();
-
- // We want to move away from the impact point along our surface
- Vector vecPushDir = tr.plane.normal;
- vecPushDir.Negate();
- vecPushDir.z = 0.0f;
-
- // Move slowly in that direction
- LinearMove( GetAbsOrigin() + ( vecPushDir * 64.0f ), 32.0f );
-}
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Simple brush entity that moves when touched
+//
+//=============================================================================//
+
+#include "cbase.h"
+
+class CMyBrushEntity : public CBaseToggle
+{
+public:
+ DECLARE_CLASS( CMyBrushEntity, CBaseToggle );
+ DECLARE_DATADESC();
+
+ void Spawn( void );
+ bool CreateVPhysics( void );
+
+ void BrushTouch( CBaseEntity *pOther );
+};
+
+LINK_ENTITY_TO_CLASS( my_brush_entity, CMyBrushEntity );
+
+// Start of our data description for the class
+BEGIN_DATADESC( CMyBrushEntity )
+
+ // Declare this function as being a touch function
+ DEFINE_ENTITYFUNC( BrushTouch ),
+
+END_DATADESC()
+
+//-----------------------------------------------------------------------------
+// Purpose: Sets up the entity's initial state
+//-----------------------------------------------------------------------------
+void CMyBrushEntity::Spawn( void )
+{
+ // We want to capture touches from other entities
+ SetTouch( &CMyBrushEntity::BrushTouch );
+
+ // We should collide with physics
+ SetSolid( SOLID_VPHYSICS );
+
+ // We push things out of our way
+ SetMoveType( MOVETYPE_PUSH );
+
+ // Use our brushmodel
+ SetModel( STRING( GetModelName() ) );
+
+ // Create our physics hull information
+ CreateVPhysics();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Setup our physics information so we collide properly
+//-----------------------------------------------------------------------------
+bool CMyBrushEntity::CreateVPhysics( void )
+{
+ // For collisions with physics objects
+ VPhysicsInitShadow( false, false );
+
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Move away from an entity that touched us
+// Input : *pOther - the entity we touched
+//-----------------------------------------------------------------------------
+void CMyBrushEntity::BrushTouch( CBaseEntity *pOther )
+{
+ // Get the collision information
+ const trace_t &tr = GetTouchTrace();
+
+ // We want to move away from the impact point along our surface
+ Vector vecPushDir = tr.plane.normal;
+ vecPushDir.Negate();
+ vecPushDir.z = 0.0f;
+
+ // Move slowly in that direction
+ LinearMove( GetAbsOrigin() + ( vecPushDir * 64.0f ), 32.0f );
+}