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-rw-r--r--mp/src/game/server/hl2/grenade_beam.h148
1 files changed, 74 insertions, 74 deletions
diff --git a/mp/src/game/server/hl2/grenade_beam.h b/mp/src/game/server/hl2/grenade_beam.h
index f8f37524..76203f67 100644
--- a/mp/src/game/server/hl2/grenade_beam.h
+++ b/mp/src/game/server/hl2/grenade_beam.h
@@ -1,74 +1,74 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Projectile shot by mortar synth
-//
-// $Workfile: $
-// $Date: $
-//
-//-----------------------------------------------------------------------------
-// $Log: $
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#ifndef GRENADEBEAM_H
-#define GRENADEBEAM_H
-
-#include "basegrenade_shared.h"
-
-#define GRENADEBEAM_MAXBEAMS 2
-#define GRENADEBEAM_MAXHITS GRENADEBEAM_MAXBEAMS-1
-
-class CGrenadeBeam;
-class CBeam;
-
-// End of the grenade beam
-class CGrenadeBeamChaser : public CBaseAnimating
-{
-public:
- DECLARE_CLASS( CGrenadeBeamChaser, CBaseAnimating );
- DECLARE_DATADESC();
-
- static CGrenadeBeamChaser* ChaserCreate( CGrenadeBeam *pTarget );
-
- void Spawn( void );
- void ChaserThink();
-
- CGrenadeBeam* m_pTarget;
-};
-
-class CGrenadeBeam : public CBaseGrenade
-{
-public:
- DECLARE_CLASS( CGrenadeBeam, CBaseGrenade );
- DECLARE_DATADESC();
-
- static CGrenadeBeam* Create( CBaseEntity* pOwner, const Vector &vStart);
-
-public:
- void Spawn( void );
- void Precache( void );
- void Format( color32 clrColor, float flWidth);
- void GrenadeBeamTouch( CBaseEntity *pOther );
- void KillBeam();
- void CreateBeams(void);
- void UpdateBeams(void);
- //void DebugBeams(void);
- void GetChaserTargetPos(Vector *vPosition);
- void GetNextTargetPos(Vector *vPosition);
- int UpdateTransmitState(void);
- void Shoot(Vector vDirection, float flSpeed, float flLifetime, float flLag, float flDamage );
-
- Vector m_vLaunchPos;
- float m_flBeamWidth;
- float m_flBeamSpeed;
- float m_flBeamLag;
- float m_flLaunchTime;
- float m_flLastTouchTime;
- EHANDLE m_hBeamChaser;
- int m_nNumHits;
- Vector m_pHitLocation[GRENADEBEAM_MAXHITS];
- CBeam* m_pBeam[GRENADEBEAM_MAXBEAMS];
-};
-
-#endif //GRENADEBEAM_H
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Projectile shot by mortar synth
+//
+// $Workfile: $
+// $Date: $
+//
+//-----------------------------------------------------------------------------
+// $Log: $
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef GRENADEBEAM_H
+#define GRENADEBEAM_H
+
+#include "basegrenade_shared.h"
+
+#define GRENADEBEAM_MAXBEAMS 2
+#define GRENADEBEAM_MAXHITS GRENADEBEAM_MAXBEAMS-1
+
+class CGrenadeBeam;
+class CBeam;
+
+// End of the grenade beam
+class CGrenadeBeamChaser : public CBaseAnimating
+{
+public:
+ DECLARE_CLASS( CGrenadeBeamChaser, CBaseAnimating );
+ DECLARE_DATADESC();
+
+ static CGrenadeBeamChaser* ChaserCreate( CGrenadeBeam *pTarget );
+
+ void Spawn( void );
+ void ChaserThink();
+
+ CGrenadeBeam* m_pTarget;
+};
+
+class CGrenadeBeam : public CBaseGrenade
+{
+public:
+ DECLARE_CLASS( CGrenadeBeam, CBaseGrenade );
+ DECLARE_DATADESC();
+
+ static CGrenadeBeam* Create( CBaseEntity* pOwner, const Vector &vStart);
+
+public:
+ void Spawn( void );
+ void Precache( void );
+ void Format( color32 clrColor, float flWidth);
+ void GrenadeBeamTouch( CBaseEntity *pOther );
+ void KillBeam();
+ void CreateBeams(void);
+ void UpdateBeams(void);
+ //void DebugBeams(void);
+ void GetChaserTargetPos(Vector *vPosition);
+ void GetNextTargetPos(Vector *vPosition);
+ int UpdateTransmitState(void);
+ void Shoot(Vector vDirection, float flSpeed, float flLifetime, float flLag, float flDamage );
+
+ Vector m_vLaunchPos;
+ float m_flBeamWidth;
+ float m_flBeamSpeed;
+ float m_flBeamLag;
+ float m_flLaunchTime;
+ float m_flLastTouchTime;
+ EHANDLE m_hBeamChaser;
+ int m_nNumHits;
+ Vector m_pHitLocation[GRENADEBEAM_MAXHITS];
+ CBeam* m_pBeam[GRENADEBEAM_MAXBEAMS];
+};
+
+#endif //GRENADEBEAM_H