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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/public/rope_shared.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/public/rope_shared.h')
| -rw-r--r-- | sp/src/public/rope_shared.h | 138 |
1 files changed, 69 insertions, 69 deletions
diff --git a/sp/src/public/rope_shared.h b/sp/src/public/rope_shared.h index 36532c53..54c28829 100644 --- a/sp/src/public/rope_shared.h +++ b/sp/src/public/rope_shared.h @@ -1,69 +1,69 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#ifndef ROPE_SHARED_H
-#define ROPE_SHARED_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-
-// Shared definitions for rope.
-#define ROPE_MAX_SEGMENTS 10
-#define ROPE_TYPE1_NUMSEGMENTS 4
-#define ROPE_TYPE2_NUMSEGMENTS 2
-
-// Default rope gravity vector.
-#define ROPE_GRAVITY 0, 0, -1500
-
-
-// Rope flags.
-#define ROPE_RESIZE (1<<0) // Try to keep the rope dangling the same amount
- // even as the rope length changes.
-#define ROPE_BARBED (1<<1) // Hack option to draw like a barbed wire.
-#define ROPE_COLLIDE (1<<2) // Collide with the world?
-#define ROPE_SIMULATE (1<<3) // Is the rope valid?
-#define ROPE_BREAKABLE (1<<4) // Can the endpoints detach?
-#define ROPE_NO_WIND (1<<5) // No wind simulation on this rope.
-#define ROPE_INITIAL_HANG (1<<6) // By default, ropes will simulate for a bit internally when they
- // are created so they sag, but dynamically created ropes for things
- // like harpoons don't want this.
-#define ROPE_PLAYER_WPN_ATTACH (1<<7) // If this flag is set, then the second attachment must be a player.
- // The rope will attach to "buff_attach" on the player's active weapon.
- // (This is a flag because it requires special code on the client to
- // find the weapon).
-#define ROPE_NO_GRAVITY (1<<8) // Disable gravity on this rope.
-#define ROPE_NUMFLAGS 9
-
-
-// This is added to all rope slacks so when a level designer enters a
-// slack of zero in the entity, it doesn't dangle so low.
-#define ROPESLACK_FUDGEFACTOR -100
-
-
-// Rope shader IDs.
-#define ROPESHADER_BLACKCABLE 0
-#define ROPESHADER_ROPE 1
-#define ROPESHADER_CHAIN 2
-
-
-// Rope locked points
-enum
-{
- ROPE_LOCK_START_POINT = 0x1,
- ROPE_LOCK_END_POINT = 0x2,
- ROPE_LOCK_START_DIRECTION = 0x4,
- ROPE_LOCK_END_DIRECTION = 0x8,
-};
-
-
-// Rope attachment points.
-#define ROPE_ATTACHMENT_START_POINT 1
-#define ROPE_ATTACHMENT_END_POINT 2
-
-
-#endif // ROPE_SHARED_H
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#ifndef ROPE_SHARED_H +#define ROPE_SHARED_H +#ifdef _WIN32 +#pragma once +#endif + + +// Shared definitions for rope. +#define ROPE_MAX_SEGMENTS 10 +#define ROPE_TYPE1_NUMSEGMENTS 4 +#define ROPE_TYPE2_NUMSEGMENTS 2 + +// Default rope gravity vector. +#define ROPE_GRAVITY 0, 0, -1500 + + +// Rope flags. +#define ROPE_RESIZE (1<<0) // Try to keep the rope dangling the same amount + // even as the rope length changes. +#define ROPE_BARBED (1<<1) // Hack option to draw like a barbed wire. +#define ROPE_COLLIDE (1<<2) // Collide with the world? +#define ROPE_SIMULATE (1<<3) // Is the rope valid? +#define ROPE_BREAKABLE (1<<4) // Can the endpoints detach? +#define ROPE_NO_WIND (1<<5) // No wind simulation on this rope. +#define ROPE_INITIAL_HANG (1<<6) // By default, ropes will simulate for a bit internally when they + // are created so they sag, but dynamically created ropes for things + // like harpoons don't want this. +#define ROPE_PLAYER_WPN_ATTACH (1<<7) // If this flag is set, then the second attachment must be a player. + // The rope will attach to "buff_attach" on the player's active weapon. + // (This is a flag because it requires special code on the client to + // find the weapon). +#define ROPE_NO_GRAVITY (1<<8) // Disable gravity on this rope. +#define ROPE_NUMFLAGS 9 + + +// This is added to all rope slacks so when a level designer enters a +// slack of zero in the entity, it doesn't dangle so low. +#define ROPESLACK_FUDGEFACTOR -100 + + +// Rope shader IDs. +#define ROPESHADER_BLACKCABLE 0 +#define ROPESHADER_ROPE 1 +#define ROPESHADER_CHAIN 2 + + +// Rope locked points +enum +{ + ROPE_LOCK_START_POINT = 0x1, + ROPE_LOCK_END_POINT = 0x2, + ROPE_LOCK_START_DIRECTION = 0x4, + ROPE_LOCK_END_DIRECTION = 0x8, +}; + + +// Rope attachment points. +#define ROPE_ATTACHMENT_START_POINT 1 +#define ROPE_ATTACHMENT_END_POINT 2 + + +#endif // ROPE_SHARED_H |