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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/particle_parse.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/particle_parse.h')
-rw-r--r--sp/src/game/shared/particle_parse.h172
1 files changed, 86 insertions, 86 deletions
diff --git a/sp/src/game/shared/particle_parse.h b/sp/src/game/shared/particle_parse.h
index 287498b9..66f0a6df 100644
--- a/sp/src/game/shared/particle_parse.h
+++ b/sp/src/game/shared/particle_parse.h
@@ -1,86 +1,86 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//=============================================================================
-
-#ifndef PARTICLE_PARSE_H
-#define PARTICLE_PARSE_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-#include "utlvector.h"
-#include "utlstring.h"
-#include "ifilelist.h"
-
-//-----------------------------------------------------------------------------
-// Particle attachment methods
-//-----------------------------------------------------------------------------
-enum ParticleAttachment_t
-{
- PATTACH_ABSORIGIN = 0, // Create at absorigin, but don't follow
- PATTACH_ABSORIGIN_FOLLOW, // Create at absorigin, and update to follow the entity
- PATTACH_CUSTOMORIGIN, // Create at a custom origin, but don't follow
- PATTACH_POINT, // Create on attachment point, but don't follow
- PATTACH_POINT_FOLLOW, // Create on attachment point, and update to follow the entity
-
- PATTACH_WORLDORIGIN, // Used for control points that don't attach to an entity
-
- PATTACH_ROOTBONE_FOLLOW, // Create at the root bone of the entity, and update to follow
-
- MAX_PATTACH_TYPES,
-};
-
-extern int GetAttachTypeFromString( const char *pszString );
-
-#define PARTICLE_DISPATCH_FROM_ENTITY (1<<0)
-#define PARTICLE_DISPATCH_RESET_PARTICLES (1<<1)
-
-struct te_tf_particle_effects_colors_t
-{
- Vector m_vecColor1;
- Vector m_vecColor2;
-};
-
-struct te_tf_particle_effects_control_point_t
-{
- ParticleAttachment_t m_eParticleAttachment;
- Vector m_vecOffset;
-};
-
-//-----------------------------------------------------------------------------
-// Particle parsing methods
-//-----------------------------------------------------------------------------
-// Parse the particle manifest file & register the effects within it
-// Only needs to be called once per game, unless tools change particle definitions
-void ParseParticleEffects( bool bLoadSheets, bool bPrecache );
-void ParseParticleEffectsMap( const char *pMapName, bool bLoadSheets, IFileList *pFilesToReload = NULL );
-
-// Get a list of the files inside the particle manifest file
-void GetParticleManifest( CUtlVector<CUtlString>& list );
-
-// Precaches standard particle systems (only necessary on server)
-// Should be called once per level
-void PrecacheStandardParticleSystems( );
-
-class IFileList;
-void ReloadParticleEffectsInList( IFileList *pFilesToReload );
-
-//-----------------------------------------------------------------------------
-// Particle spawning methods
-//-----------------------------------------------------------------------------
-void DispatchParticleEffect( const char *pszParticleName, ParticleAttachment_t iAttachType, CBaseEntity *pEntity, const char *pszAttachmentName, bool bResetAllParticlesOnEntity = false );
-void DispatchParticleEffect( const char *pszParticleName, ParticleAttachment_t iAttachType, CBaseEntity *pEntity = NULL, int iAttachmentPoint = -1, bool bResetAllParticlesOnEntity = false );
-void DispatchParticleEffect( const char *pszParticleName, Vector vecOrigin, QAngle vecAngles, CBaseEntity *pEntity = NULL );
-void DispatchParticleEffect( const char *pszParticleName, Vector vecOrigin, Vector vecStart, QAngle vecAngles, CBaseEntity *pEntity = NULL );
-void DispatchParticleEffect( int iEffectIndex, Vector vecOrigin, Vector vecStart, QAngle vecAngles, CBaseEntity *pEntity = NULL );
-
-void DispatchParticleEffect( const char *pszParticleName, ParticleAttachment_t iAttachType, CBaseEntity *pEntity, const char *pszAttachmentName, Vector vecColor1, Vector vecColor2, bool bUseColors=true, bool bResetAllParticlesOnEntity = false );
-void DispatchParticleEffect( const char *pszParticleName, Vector vecOrigin, QAngle vecAngles, Vector vecColor1, Vector vecColor2, bool bUseColors=true, CBaseEntity *pEntity = NULL, int iAttachType = PATTACH_CUSTOMORIGIN );
-
-
-void StopParticleEffects( CBaseEntity *pEntity );
-
-
-#endif // PARTICLE_PARSE_H
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================
+
+#ifndef PARTICLE_PARSE_H
+#define PARTICLE_PARSE_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "utlvector.h"
+#include "utlstring.h"
+#include "ifilelist.h"
+
+//-----------------------------------------------------------------------------
+// Particle attachment methods
+//-----------------------------------------------------------------------------
+enum ParticleAttachment_t
+{
+ PATTACH_ABSORIGIN = 0, // Create at absorigin, but don't follow
+ PATTACH_ABSORIGIN_FOLLOW, // Create at absorigin, and update to follow the entity
+ PATTACH_CUSTOMORIGIN, // Create at a custom origin, but don't follow
+ PATTACH_POINT, // Create on attachment point, but don't follow
+ PATTACH_POINT_FOLLOW, // Create on attachment point, and update to follow the entity
+
+ PATTACH_WORLDORIGIN, // Used for control points that don't attach to an entity
+
+ PATTACH_ROOTBONE_FOLLOW, // Create at the root bone of the entity, and update to follow
+
+ MAX_PATTACH_TYPES,
+};
+
+extern int GetAttachTypeFromString( const char *pszString );
+
+#define PARTICLE_DISPATCH_FROM_ENTITY (1<<0)
+#define PARTICLE_DISPATCH_RESET_PARTICLES (1<<1)
+
+struct te_tf_particle_effects_colors_t
+{
+ Vector m_vecColor1;
+ Vector m_vecColor2;
+};
+
+struct te_tf_particle_effects_control_point_t
+{
+ ParticleAttachment_t m_eParticleAttachment;
+ Vector m_vecOffset;
+};
+
+//-----------------------------------------------------------------------------
+// Particle parsing methods
+//-----------------------------------------------------------------------------
+// Parse the particle manifest file & register the effects within it
+// Only needs to be called once per game, unless tools change particle definitions
+void ParseParticleEffects( bool bLoadSheets, bool bPrecache );
+void ParseParticleEffectsMap( const char *pMapName, bool bLoadSheets, IFileList *pFilesToReload = NULL );
+
+// Get a list of the files inside the particle manifest file
+void GetParticleManifest( CUtlVector<CUtlString>& list );
+
+// Precaches standard particle systems (only necessary on server)
+// Should be called once per level
+void PrecacheStandardParticleSystems( );
+
+class IFileList;
+void ReloadParticleEffectsInList( IFileList *pFilesToReload );
+
+//-----------------------------------------------------------------------------
+// Particle spawning methods
+//-----------------------------------------------------------------------------
+void DispatchParticleEffect( const char *pszParticleName, ParticleAttachment_t iAttachType, CBaseEntity *pEntity, const char *pszAttachmentName, bool bResetAllParticlesOnEntity = false );
+void DispatchParticleEffect( const char *pszParticleName, ParticleAttachment_t iAttachType, CBaseEntity *pEntity = NULL, int iAttachmentPoint = -1, bool bResetAllParticlesOnEntity = false );
+void DispatchParticleEffect( const char *pszParticleName, Vector vecOrigin, QAngle vecAngles, CBaseEntity *pEntity = NULL );
+void DispatchParticleEffect( const char *pszParticleName, Vector vecOrigin, Vector vecStart, QAngle vecAngles, CBaseEntity *pEntity = NULL );
+void DispatchParticleEffect( int iEffectIndex, Vector vecOrigin, Vector vecStart, QAngle vecAngles, CBaseEntity *pEntity = NULL );
+
+void DispatchParticleEffect( const char *pszParticleName, ParticleAttachment_t iAttachType, CBaseEntity *pEntity, const char *pszAttachmentName, Vector vecColor1, Vector vecColor2, bool bUseColors=true, bool bResetAllParticlesOnEntity = false );
+void DispatchParticleEffect( const char *pszParticleName, Vector vecOrigin, QAngle vecAngles, Vector vecColor1, Vector vecColor2, bool bUseColors=true, CBaseEntity *pEntity = NULL, int iAttachType = PATTACH_CUSTOMORIGIN );
+
+
+void StopParticleEffects( CBaseEntity *pEntity );
+
+
+#endif // PARTICLE_PARSE_H