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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/shared/decals.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/shared/decals.h')
-rw-r--r--sp/src/game/shared/decals.h104
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