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-rw-r--r--mp/src/game/server/RagdollBoogie.h100
1 files changed, 50 insertions, 50 deletions
diff --git a/mp/src/game/server/RagdollBoogie.h b/mp/src/game/server/RagdollBoogie.h
index 6a049950..cb52c955 100644
--- a/mp/src/game/server/RagdollBoogie.h
+++ b/mp/src/game/server/RagdollBoogie.h
@@ -1,50 +1,50 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//=============================================================================//
-
-#ifndef RAGDOLLBOOGIE_H
-#define RAGDOLLBOOGIE_H
-
-#ifdef _WIN32
-#pragma once
-#endif
-
-
-//-----------------------------------------------------------------------------
-// Set this spawnflag before calling Spawn to get electrical effects
-//-----------------------------------------------------------------------------
-#define SF_RAGDOLL_BOOGIE_ELECTRICAL 0x10000
-#define SF_RAGDOLL_BOOGIE_ELECTRICAL_NARROW_BEAM 0x20000
-
-
-//-----------------------------------------------------------------------------
-// Makes ragdolls DANCE!
-//-----------------------------------------------------------------------------
-class CRagdollBoogie : public CBaseEntity
-{
- DECLARE_DATADESC();
- DECLARE_CLASS( CRagdollBoogie, CBaseEntity );
-
-public:
- static CRagdollBoogie *Create( CBaseEntity *pTarget, float flMagnitude, float flStartTime, float flLengthTime = 0.0f, int nSpawnFlags = 0 );
- static void IncrementSuppressionCount( CBaseEntity *pTarget );
- static void DecrementSuppressionCount( CBaseEntity *pTarget );
-
- void Spawn();
-
-private:
- void AttachToEntity( CBaseEntity *pTarget );
- void SetBoogieTime( float flStartTime, float flLengthTime );
- void SetMagnitude( float flMagnitude );
- void BoogieThink( void );
- void ZapThink();
-
- float m_flStartTime;
- float m_flBoogieLength;
- float m_flMagnitude;
- int m_nSuppressionCount;
-};
-
-#endif // RAGDOLLBOOGIE_H
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#ifndef RAGDOLLBOOGIE_H
+#define RAGDOLLBOOGIE_H
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+
+//-----------------------------------------------------------------------------
+// Set this spawnflag before calling Spawn to get electrical effects
+//-----------------------------------------------------------------------------
+#define SF_RAGDOLL_BOOGIE_ELECTRICAL 0x10000
+#define SF_RAGDOLL_BOOGIE_ELECTRICAL_NARROW_BEAM 0x20000
+
+
+//-----------------------------------------------------------------------------
+// Makes ragdolls DANCE!
+//-----------------------------------------------------------------------------
+class CRagdollBoogie : public CBaseEntity
+{
+ DECLARE_DATADESC();
+ DECLARE_CLASS( CRagdollBoogie, CBaseEntity );
+
+public:
+ static CRagdollBoogie *Create( CBaseEntity *pTarget, float flMagnitude, float flStartTime, float flLengthTime = 0.0f, int nSpawnFlags = 0 );
+ static void IncrementSuppressionCount( CBaseEntity *pTarget );
+ static void DecrementSuppressionCount( CBaseEntity *pTarget );
+
+ void Spawn();
+
+private:
+ void AttachToEntity( CBaseEntity *pTarget );
+ void SetBoogieTime( float flStartTime, float flLengthTime );
+ void SetMagnitude( float flMagnitude );
+ void BoogieThink( void );
+ void ZapThink();
+
+ float m_flStartTime;
+ float m_flBoogieLength;
+ float m_flMagnitude;
+ int m_nSuppressionCount;
+};
+
+#endif // RAGDOLLBOOGIE_H