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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/shared/decals.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/shared/decals.h')
| -rw-r--r-- | sp/src/game/shared/decals.h | 104 |
1 files changed, 52 insertions, 52 deletions
diff --git a/sp/src/game/shared/decals.h b/sp/src/game/shared/decals.h index 33688b95..83e70c6f 100644 --- a/sp/src/game/shared/decals.h +++ b/sp/src/game/shared/decals.h @@ -1,52 +1,52 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//===========================================================================//
-
-#ifndef DECALS_H
-#define DECALS_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-// NOTE: If you add a tex type, be sure to modify the s_pImpactEffect
-// array in fx_impact.cpp to get an effect when that surface is shot.
-#define CHAR_TEX_ANTLION 'A'
-#define CHAR_TEX_BLOODYFLESH 'B'
-#define CHAR_TEX_CONCRETE 'C'
-#define CHAR_TEX_DIRT 'D'
-#define CHAR_TEX_EGGSHELL 'E' ///< the egg sacs in the tunnels in ep2.
-#define CHAR_TEX_FLESH 'F'
-#define CHAR_TEX_GRATE 'G'
-#define CHAR_TEX_ALIENFLESH 'H'
-#define CHAR_TEX_CLIP 'I'
-//#define CHAR_TEX_UNUSED 'J'
-//#define CHAR_TEX_UNUSED 'K'
-#define CHAR_TEX_PLASTIC 'L'
-#define CHAR_TEX_METAL 'M'
-#define CHAR_TEX_SAND 'N'
-#define CHAR_TEX_FOLIAGE 'O'
-#define CHAR_TEX_COMPUTER 'P'
-//#define CHAR_TEX_UNUSED 'Q'
-//#define CHAR_TEX_UNUSED 'R'
-#define CHAR_TEX_SLOSH 'S'
-#define CHAR_TEX_TILE 'T'
-//#define CHAR_TEX_UNUSED 'U'
-#define CHAR_TEX_VENT 'V'
-#define CHAR_TEX_WOOD 'W'
-//#define CHAR_TEX_UNUSED 'X'
-#define CHAR_TEX_GLASS 'Y'
-#define CHAR_TEX_WARPSHIELD 'Z' ///< wierd-looking jello effect for advisor shield.
-
-abstract_class IDecalEmitterSystem
-{
-public:
- virtual int GetDecalIndexForName( char const *decalname ) = 0;
- virtual const char *GetDecalNameForIndex( int nIndex ) = 0;
- virtual char const *TranslateDecalForGameMaterial( char const *decalName, unsigned char gamematerial ) = 0;
-};
-
-extern IDecalEmitterSystem *decalsystem;
-
-#endif // DECALS_H
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//===========================================================================// + +#ifndef DECALS_H +#define DECALS_H +#ifdef _WIN32 +#pragma once +#endif + +// NOTE: If you add a tex type, be sure to modify the s_pImpactEffect +// array in fx_impact.cpp to get an effect when that surface is shot. +#define CHAR_TEX_ANTLION 'A' +#define CHAR_TEX_BLOODYFLESH 'B' +#define CHAR_TEX_CONCRETE 'C' +#define CHAR_TEX_DIRT 'D' +#define CHAR_TEX_EGGSHELL 'E' ///< the egg sacs in the tunnels in ep2. +#define CHAR_TEX_FLESH 'F' +#define CHAR_TEX_GRATE 'G' +#define CHAR_TEX_ALIENFLESH 'H' +#define CHAR_TEX_CLIP 'I' +//#define CHAR_TEX_UNUSED 'J' +//#define CHAR_TEX_UNUSED 'K' +#define CHAR_TEX_PLASTIC 'L' +#define CHAR_TEX_METAL 'M' +#define CHAR_TEX_SAND 'N' +#define CHAR_TEX_FOLIAGE 'O' +#define CHAR_TEX_COMPUTER 'P' +//#define CHAR_TEX_UNUSED 'Q' +//#define CHAR_TEX_UNUSED 'R' +#define CHAR_TEX_SLOSH 'S' +#define CHAR_TEX_TILE 'T' +//#define CHAR_TEX_UNUSED 'U' +#define CHAR_TEX_VENT 'V' +#define CHAR_TEX_WOOD 'W' +//#define CHAR_TEX_UNUSED 'X' +#define CHAR_TEX_GLASS 'Y' +#define CHAR_TEX_WARPSHIELD 'Z' ///< wierd-looking jello effect for advisor shield. + +abstract_class IDecalEmitterSystem +{ +public: + virtual int GetDecalIndexForName( char const *decalname ) = 0; + virtual const char *GetDecalNameForIndex( int nIndex ) = 0; + virtual char const *TranslateDecalForGameMaterial( char const *decalName, unsigned char gamematerial ) = 0; +}; + +extern IDecalEmitterSystem *decalsystem; + +#endif // DECALS_H |