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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/rope_shared.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/rope_shared.h')
-rw-r--r--sp/src/public/rope_shared.h138
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