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-rw-r--r--mp/src/game/server/test_stressentities.h112
1 files changed, 56 insertions, 56 deletions
diff --git a/mp/src/game/server/test_stressentities.h b/mp/src/game/server/test_stressentities.h
index 3d8511c1..7583e4ec 100644
--- a/mp/src/game/server/test_stressentities.h
+++ b/mp/src/game/server/test_stressentities.h
@@ -1,56 +1,56 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#ifndef TEST_STRESSENTITIES_H
-#define TEST_STRESSENTITIES_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-
-class CBaseEntity;
-
-
-typedef CBaseEntity* (*StressEntityFn)(); // Function to create an entity for the stress test.
-
-
-// Each game DLL can instantiate these to register types of entities it can create
-// for the entity stress test.
-class CStressEntityReg
-{
-public:
-
- CStressEntityReg( StressEntityFn fn )
- {
- m_pFn = fn;
- m_pNext = s_pHead;
- s_pHead = this;
- }
-
- static CStressEntityReg*GetListHead() { return s_pHead; }
- CStressEntityReg* GetNext() { return m_pNext; }
- StressEntityFn GetFn() { return m_pFn; }
-
-
-private:
- static CStressEntityReg *s_pHead; // List of all CStressEntityReg's.
- CStressEntityReg *m_pNext;
- StressEntityFn m_pFn;
-};
-
-
-// Use this macro to register a function to create stresstest entities.
-#define REGISTER_STRESS_ENTITY( fnName ) static CStressEntityReg s_##fnName##__( fnName );
-
-
-// Helper function for the functions that create the stress entities.
-// Moves the entity to a random place in the level and returns the entity.
-CBaseEntity* MoveToRandomSpot( CBaseEntity *pEnt );
-Vector GetRandomSpot();
-
-
-#endif // TEST_STRESSENTITIES_H
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef TEST_STRESSENTITIES_H
+#define TEST_STRESSENTITIES_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+
+class CBaseEntity;
+
+
+typedef CBaseEntity* (*StressEntityFn)(); // Function to create an entity for the stress test.
+
+
+// Each game DLL can instantiate these to register types of entities it can create
+// for the entity stress test.
+class CStressEntityReg
+{
+public:
+
+ CStressEntityReg( StressEntityFn fn )
+ {
+ m_pFn = fn;
+ m_pNext = s_pHead;
+ s_pHead = this;
+ }
+
+ static CStressEntityReg*GetListHead() { return s_pHead; }
+ CStressEntityReg* GetNext() { return m_pNext; }
+ StressEntityFn GetFn() { return m_pFn; }
+
+
+private:
+ static CStressEntityReg *s_pHead; // List of all CStressEntityReg's.
+ CStressEntityReg *m_pNext;
+ StressEntityFn m_pFn;
+};
+
+
+// Use this macro to register a function to create stresstest entities.
+#define REGISTER_STRESS_ENTITY( fnName ) static CStressEntityReg s_##fnName##__( fnName );
+
+
+// Helper function for the functions that create the stress entities.
+// Moves the entity to a random place in the level and returns the entity.
+CBaseEntity* MoveToRandomSpot( CBaseEntity *pEnt );
+Vector GetRandomSpot();
+
+
+#endif // TEST_STRESSENTITIES_H