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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/iservernetworkable.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/iservernetworkable.h')
-rw-r--r--sp/src/public/iservernetworkable.h228
1 files changed, 114 insertions, 114 deletions
diff --git a/sp/src/public/iservernetworkable.h b/sp/src/public/iservernetworkable.h
index 9e5c9c7a..cefa7534 100644
--- a/sp/src/public/iservernetworkable.h
+++ b/sp/src/public/iservernetworkable.h
@@ -1,114 +1,114 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#ifndef ISERVERNETWORKABLE_H
-#define ISERVERNETWORKABLE_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-
-#include "ihandleentity.h"
-#include "basetypes.h"
-#include "bitvec.h"
-#include "const.h"
-#include "bspfile.h"
-
-
-
-// Entities can span this many clusters before we revert to a slower area checking algorithm
-#define MAX_FAST_ENT_CLUSTERS 4
-#define MAX_ENT_CLUSTERS 64
-#define MAX_WORLD_AREAS 8
-
-
-class ServerClass;
-class SendTable;
-struct edict_t;
-class CBaseEntity;
-class CSerialEntity;
-class CBaseNetworkable;
-
-
-class CCheckTransmitInfo
-{
-public:
- edict_t *m_pClientEnt; // pointer to receiver edict
- byte m_PVS[PAD_NUMBER( MAX_MAP_CLUSTERS,8 ) / 8];
- int m_nPVSSize; // PVS size in bytes
-
- CBitVec<MAX_EDICTS> *m_pTransmitEdict; // entity n is already marked for transmission
- CBitVec<MAX_EDICTS> *m_pTransmitAlways; // entity n is always sent even if not in PVS (HLTV and Replay only)
-
- int m_AreasNetworked; // number of networked areas
- int m_Areas[MAX_WORLD_AREAS]; // the areas
-
- // This is used to determine visibility, so if the previous state
- // is the same as the current state (along with pvs and areas networked),
- // then the parts of the map that the player can see haven't changed.
- byte m_AreaFloodNums[MAX_MAP_AREAS];
- int m_nMapAreas;
-};
-
-//-----------------------------------------------------------------------------
-// Stores information necessary to perform PVS testing.
-//-----------------------------------------------------------------------------
-struct PVSInfo_t
-{
- // headnode for the entity's bounding box
- short m_nHeadNode;
-
- // number of clusters or -1 if too many
- short m_nClusterCount;
-
- // cluster indices
- unsigned short *m_pClusters;
-
- // For dynamic "area portals"
- short m_nAreaNum;
- short m_nAreaNum2;
-
- // current position
- float m_vCenter[3];
-
-private:
- unsigned short m_pClustersInline[MAX_FAST_ENT_CLUSTERS];
-
- friend class CVEngineServer;
-};
-
-
-// IServerNetworkable is the interface the engine uses for all networkable data.
-class IServerNetworkable
-{
-// These functions are handled automatically by the server_class macros and CBaseNetworkable.
-public:
- // Gets at the entity handle associated with the collideable
- virtual IHandleEntity *GetEntityHandle() = 0;
-
- // Tell the engine which class this object is.
- virtual ServerClass* GetServerClass() = 0;
-
- virtual edict_t *GetEdict() const = 0;
-
- virtual const char* GetClassName() const = 0;
- virtual void Release() = 0;
-
- virtual int AreaNum() const = 0;
-
- // In place of a generic QueryInterface.
- virtual CBaseNetworkable* GetBaseNetworkable() = 0;
- virtual CBaseEntity* GetBaseEntity() = 0; // Only used by game code.
- virtual PVSInfo_t* GetPVSInfo() = 0; // get current visibilty data
-
-protected:
- // Should never call delete on this!
- virtual ~IServerNetworkable() {}
-};
-
-
-#endif // ISERVERNETWORKABLE_H
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef ISERVERNETWORKABLE_H
+#define ISERVERNETWORKABLE_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+
+#include "ihandleentity.h"
+#include "basetypes.h"
+#include "bitvec.h"
+#include "const.h"
+#include "bspfile.h"
+
+
+
+// Entities can span this many clusters before we revert to a slower area checking algorithm
+#define MAX_FAST_ENT_CLUSTERS 4
+#define MAX_ENT_CLUSTERS 64
+#define MAX_WORLD_AREAS 8
+
+
+class ServerClass;
+class SendTable;
+struct edict_t;
+class CBaseEntity;
+class CSerialEntity;
+class CBaseNetworkable;
+
+
+class CCheckTransmitInfo
+{
+public:
+ edict_t *m_pClientEnt; // pointer to receiver edict
+ byte m_PVS[PAD_NUMBER( MAX_MAP_CLUSTERS,8 ) / 8];
+ int m_nPVSSize; // PVS size in bytes
+
+ CBitVec<MAX_EDICTS> *m_pTransmitEdict; // entity n is already marked for transmission
+ CBitVec<MAX_EDICTS> *m_pTransmitAlways; // entity n is always sent even if not in PVS (HLTV and Replay only)
+
+ int m_AreasNetworked; // number of networked areas
+ int m_Areas[MAX_WORLD_AREAS]; // the areas
+
+ // This is used to determine visibility, so if the previous state
+ // is the same as the current state (along with pvs and areas networked),
+ // then the parts of the map that the player can see haven't changed.
+ byte m_AreaFloodNums[MAX_MAP_AREAS];
+ int m_nMapAreas;
+};
+
+//-----------------------------------------------------------------------------
+// Stores information necessary to perform PVS testing.
+//-----------------------------------------------------------------------------
+struct PVSInfo_t
+{
+ // headnode for the entity's bounding box
+ short m_nHeadNode;
+
+ // number of clusters or -1 if too many
+ short m_nClusterCount;
+
+ // cluster indices
+ unsigned short *m_pClusters;
+
+ // For dynamic "area portals"
+ short m_nAreaNum;
+ short m_nAreaNum2;
+
+ // current position
+ float m_vCenter[3];
+
+private:
+ unsigned short m_pClustersInline[MAX_FAST_ENT_CLUSTERS];
+
+ friend class CVEngineServer;
+};
+
+
+// IServerNetworkable is the interface the engine uses for all networkable data.
+class IServerNetworkable
+{
+// These functions are handled automatically by the server_class macros and CBaseNetworkable.
+public:
+ // Gets at the entity handle associated with the collideable
+ virtual IHandleEntity *GetEntityHandle() = 0;
+
+ // Tell the engine which class this object is.
+ virtual ServerClass* GetServerClass() = 0;
+
+ virtual edict_t *GetEdict() const = 0;
+
+ virtual const char* GetClassName() const = 0;
+ virtual void Release() = 0;
+
+ virtual int AreaNum() const = 0;
+
+ // In place of a generic QueryInterface.
+ virtual CBaseNetworkable* GetBaseNetworkable() = 0;
+ virtual CBaseEntity* GetBaseEntity() = 0; // Only used by game code.
+ virtual PVSInfo_t* GetPVSInfo() = 0; // get current visibilty data
+
+protected:
+ // Should never call delete on this!
+ virtual ~IServerNetworkable() {}
+};
+
+
+#endif // ISERVERNETWORKABLE_H