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-rw-r--r--mp/src/game/server/hl2/script_intro.h170
1 files changed, 85 insertions, 85 deletions
diff --git a/mp/src/game/server/hl2/script_intro.h b/mp/src/game/server/hl2/script_intro.h
index 619a6f7f..5e59fa33 100644
--- a/mp/src/game/server/hl2/script_intro.h
+++ b/mp/src/game/server/hl2/script_intro.h
@@ -1,85 +1,85 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//=============================================================================//
-
-#ifndef SCRIPT_INTRO_H
-#define SCRIPT_INTRO_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-
-class CPointCamera;
-
-
-//-----------------------------------------------------------------------------
-// Purpose: An entity that's used to control the intro sequence
-//-----------------------------------------------------------------------------
-class CScriptIntro : public CBaseEntity
-{
- DECLARE_CLASS(CScriptIntro, CBaseEntity);
-public:
- DECLARE_DATADESC();
- DECLARE_SERVERCLASS();
-
- virtual void Spawn( void );
- virtual void Precache();
- virtual void Activate( void );
- virtual int UpdateTransmitState(void);
-
- // Inputs
- void InputSetPlayerViewEntity( inputdata_t &inputdata );
- void InputSetCameraViewEntity( inputdata_t &inputdata );
- void InputSetBlendMode( inputdata_t &inputdata );
- void InputSetNextBlendMode( inputdata_t &inputdata );
- void InputSetNextFOV( inputdata_t &inputdata );
- void InputSetFOVBlendTime( inputdata_t &inputdata );
- void InputSetFOV( inputdata_t &inputdata );
- void InputSetNextBlendTime( inputdata_t &inputdata );
- void InputActivate( inputdata_t &inputdata );
- void InputDeactivate( inputdata_t &inputdata );
-
- void InputFadeTo( inputdata_t &inputdata );
- void InputSetFadeColor( inputdata_t &inputdata );
-
- bool GetIncludedPVSOrigin( Vector *pOrigin, CBaseEntity **ppCamera );
-
-private:
- // Think func used to finish the blend off
- void BlendComplete( );
-
-private:
- CNetworkVar( Vector, m_vecPlayerView );
- CNetworkVar( QAngle, m_vecPlayerViewAngles );
- CNetworkVar( Vector, m_vecCameraView );
- CNetworkVar( QAngle, m_vecCameraViewAngles );
- CNetworkVar( int, m_iBlendMode );
- CNetworkVar( int, m_iNextBlendMode );
- CNetworkVar( float, m_flNextBlendTime );
- CNetworkVar( float, m_flBlendStartTime );
- CNetworkVar( int, m_iStartFOV );
- CNetworkVar( bool, m_bActive );
-
- // Fov & fov blends
- CNetworkVar( int, m_iNextFOV );
- CNetworkVar( float, m_flNextFOVBlendTime );
- CNetworkVar( float, m_flFOVBlendStartTime );
- CNetworkVar( int, m_iFOV );
- CNetworkVar( bool, m_bAlternateFOV );
-
- // Fades
- CNetworkArray( float, m_flFadeColor, 3 );
- CNetworkVar( float, m_flFadeAlpha);
- CNetworkVar( float, m_flFadeDuration );
-
- CNetworkVar( EHANDLE, m_hCameraEntity );
-
- int m_iQueuedBlendMode;
- int m_iQueuedNextBlendMode;
-};
-
-extern CHandle<CScriptIntro> g_hIntroScript;
-
-#endif // SCRIPT_INTRO_H
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#ifndef SCRIPT_INTRO_H
+#define SCRIPT_INTRO_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+
+class CPointCamera;
+
+
+//-----------------------------------------------------------------------------
+// Purpose: An entity that's used to control the intro sequence
+//-----------------------------------------------------------------------------
+class CScriptIntro : public CBaseEntity
+{
+ DECLARE_CLASS(CScriptIntro, CBaseEntity);
+public:
+ DECLARE_DATADESC();
+ DECLARE_SERVERCLASS();
+
+ virtual void Spawn( void );
+ virtual void Precache();
+ virtual void Activate( void );
+ virtual int UpdateTransmitState(void);
+
+ // Inputs
+ void InputSetPlayerViewEntity( inputdata_t &inputdata );
+ void InputSetCameraViewEntity( inputdata_t &inputdata );
+ void InputSetBlendMode( inputdata_t &inputdata );
+ void InputSetNextBlendMode( inputdata_t &inputdata );
+ void InputSetNextFOV( inputdata_t &inputdata );
+ void InputSetFOVBlendTime( inputdata_t &inputdata );
+ void InputSetFOV( inputdata_t &inputdata );
+ void InputSetNextBlendTime( inputdata_t &inputdata );
+ void InputActivate( inputdata_t &inputdata );
+ void InputDeactivate( inputdata_t &inputdata );
+
+ void InputFadeTo( inputdata_t &inputdata );
+ void InputSetFadeColor( inputdata_t &inputdata );
+
+ bool GetIncludedPVSOrigin( Vector *pOrigin, CBaseEntity **ppCamera );
+
+private:
+ // Think func used to finish the blend off
+ void BlendComplete( );
+
+private:
+ CNetworkVar( Vector, m_vecPlayerView );
+ CNetworkVar( QAngle, m_vecPlayerViewAngles );
+ CNetworkVar( Vector, m_vecCameraView );
+ CNetworkVar( QAngle, m_vecCameraViewAngles );
+ CNetworkVar( int, m_iBlendMode );
+ CNetworkVar( int, m_iNextBlendMode );
+ CNetworkVar( float, m_flNextBlendTime );
+ CNetworkVar( float, m_flBlendStartTime );
+ CNetworkVar( int, m_iStartFOV );
+ CNetworkVar( bool, m_bActive );
+
+ // Fov & fov blends
+ CNetworkVar( int, m_iNextFOV );
+ CNetworkVar( float, m_flNextFOVBlendTime );
+ CNetworkVar( float, m_flFOVBlendStartTime );
+ CNetworkVar( int, m_iFOV );
+ CNetworkVar( bool, m_bAlternateFOV );
+
+ // Fades
+ CNetworkArray( float, m_flFadeColor, 3 );
+ CNetworkVar( float, m_flFadeAlpha);
+ CNetworkVar( float, m_flFadeDuration );
+
+ CNetworkVar( EHANDLE, m_hCameraEntity );
+
+ int m_iQueuedBlendMode;
+ int m_iQueuedNextBlendMode;
+};
+
+extern CHandle<CScriptIntro> g_hIntroScript;
+
+#endif // SCRIPT_INTRO_H