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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/public/PlayerState.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/public/PlayerState.h')
-rw-r--r--sp/src/public/PlayerState.h126
1 files changed, 63 insertions, 63 deletions
diff --git a/sp/src/public/PlayerState.h b/sp/src/public/PlayerState.h
index e6524eec..9097ca71 100644
--- a/sp/src/public/PlayerState.h
+++ b/sp/src/public/PlayerState.h
@@ -1,63 +1,63 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#ifndef PLAYERSTATE_H
-#define PLAYERSTATE_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-#include "edict.h"
-#include "networkvar.h"
-// Only care about this stuff in game/client .dlls
-#if defined( CLIENT_DLL )
-#include "predictable_entity.h"
-#endif
-
-class CPlayerState
-{
-public:
- DECLARE_CLASS_NOBASE( CPlayerState );
- DECLARE_EMBEDDED_NETWORKVAR();
-
- // This virtual method is necessary to generate a vtable in all cases
- // (DECLARE_PREDICTABLE will generate a vtable also)!
- virtual ~CPlayerState() {}
-
- // true if the player is dead
- CNetworkVar( bool, deadflag );
- // Viewing angle (player only)
- QAngle v_angle;
-
-// The client .dll only cares about deadflag
-// the game and engine .dlls need to worry about the rest of this data
-#if !defined( CLIENT_DLL )
- // Player's network name
- string_t netname;
- // 0:nothing, 1:force view angles, 2:add avelocity
- int fixangle;
- // delta angle for fixangle == FIXANGLE_RELATIVE
- QAngle anglechange;
- // flag to single the HLTV/Replay fake client, not transmitted
- bool hltv;
- bool replay;
- int frags;
- int deaths;
-#endif
-
-// NOTE: Only care about this stuff in game/client dlls
-// Put at end in case it has any effect on size of structure
-#if defined( GAME_DLL )
- DECLARE_SIMPLE_DATADESC();
-#endif
-
-#if defined( CLIENT_DLL )
- DECLARE_PREDICTABLE();
-#endif
-};
-
-#endif // PLAYERSTATE_H
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef PLAYERSTATE_H
+#define PLAYERSTATE_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "edict.h"
+#include "networkvar.h"
+// Only care about this stuff in game/client .dlls
+#if defined( CLIENT_DLL )
+#include "predictable_entity.h"
+#endif
+
+class CPlayerState
+{
+public:
+ DECLARE_CLASS_NOBASE( CPlayerState );
+ DECLARE_EMBEDDED_NETWORKVAR();
+
+ // This virtual method is necessary to generate a vtable in all cases
+ // (DECLARE_PREDICTABLE will generate a vtable also)!
+ virtual ~CPlayerState() {}
+
+ // true if the player is dead
+ CNetworkVar( bool, deadflag );
+ // Viewing angle (player only)
+ QAngle v_angle;
+
+// The client .dll only cares about deadflag
+// the game and engine .dlls need to worry about the rest of this data
+#if !defined( CLIENT_DLL )
+ // Player's network name
+ string_t netname;
+ // 0:nothing, 1:force view angles, 2:add avelocity
+ int fixangle;
+ // delta angle for fixangle == FIXANGLE_RELATIVE
+ QAngle anglechange;
+ // flag to single the HLTV/Replay fake client, not transmitted
+ bool hltv;
+ bool replay;
+ int frags;
+ int deaths;
+#endif
+
+// NOTE: Only care about this stuff in game/client dlls
+// Put at end in case it has any effect on size of structure
+#if defined( GAME_DLL )
+ DECLARE_SIMPLE_DATADESC();
+#endif
+
+#if defined( CLIENT_DLL )
+ DECLARE_PREDICTABLE();
+#endif
+};
+
+#endif // PLAYERSTATE_H