diff options
Diffstat (limited to 'mp/src/game/server/test_stressentities.h')
| -rw-r--r-- | mp/src/game/server/test_stressentities.h | 112 |
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 |