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-rw-r--r--mp/src/game/shared/ammodef.h206
1 files changed, 103 insertions, 103 deletions
diff --git a/mp/src/game/shared/ammodef.h b/mp/src/game/shared/ammodef.h
index b8d5e1e2..71c1707f 100644
--- a/mp/src/game/shared/ammodef.h
+++ b/mp/src/game/shared/ammodef.h
@@ -1,103 +1,103 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Holds defintion for game ammo types
-//
-// $Workfile: $
-// $Date: $
-// $NoKeywords: $
-//=============================================================================//
-
-#ifndef AI_AMMODEF_H
-#define AI_AMMODEF_H
-
-#ifdef _WIN32
-#pragma once
-#endif
-
-class ConVar;
-
-struct Ammo_t
-{
- char *pName;
- int nDamageType;
- int eTracerType;
- float physicsForceImpulse;
- int nMinSplashSize;
- int nMaxSplashSize;
-
- int nFlags;
-
- // Values for player/NPC damage and carrying capability
- // If the integers are set, they override the CVars
- int pPlrDmg; // CVar for player damage amount
- int pNPCDmg; // CVar for NPC damage amount
- int pMaxCarry; // CVar for maximum number can carry
- const ConVar* pPlrDmgCVar; // CVar for player damage amount
- const ConVar* pNPCDmgCVar; // CVar for NPC damage amount
- const ConVar* pMaxCarryCVar; // CVar for maximum number can carry
-};
-
-// Used to tell AmmoDef to use the cvars, not the integers
-#define USE_CVAR -1
-// Ammo is infinite
-#define INFINITE_AMMO -2
-
-enum AmmoTracer_t
-{
- TRACER_NONE,
- TRACER_LINE,
- TRACER_RAIL,
- TRACER_BEAM,
- TRACER_LINE_AND_WHIZ,
-};
-
-enum AmmoFlags_t
-{
- AMMO_FORCE_DROP_IF_CARRIED = 0x1,
- AMMO_INTERPRET_PLRDAMAGE_AS_DAMAGE_TO_PLAYER = 0x2,
-};
-
-
-#include "shareddefs.h"
-
-//=============================================================================
-// >> CAmmoDef
-//=============================================================================
-class CAmmoDef
-{
-
-public:
- int m_nAmmoIndex;
-
- Ammo_t m_AmmoType[MAX_AMMO_TYPES];
-
- Ammo_t *GetAmmoOfIndex(int nAmmoIndex);
- int Index(const char *psz);
- int PlrDamage(int nAmmoIndex);
- int NPCDamage(int nAmmoIndex);
- int MaxCarry(int nAmmoIndex);
- int DamageType(int nAmmoIndex);
- int TracerType(int nAmmoIndex);
- float DamageForce(int nAmmoIndex);
- int MinSplashSize(int nAmmoIndex);
- int MaxSplashSize(int nAmmoIndex);
- int Flags(int nAmmoIndex);
-
- void AddAmmoType(char const* name, int damageType, int tracerType, int plr_dmg, int npc_dmg, int carry, float physicsForceImpulse, int nFlags, int minSplashSize = 4, int maxSplashSize = 8 );
- void AddAmmoType(char const* name, int damageType, int tracerType, char const* plr_cvar, char const* npc_var, char const* carry_cvar, float physicsForceImpulse, int nFlags, int minSplashSize = 4, int maxSplashSize = 8 );
-
- CAmmoDef(void);
- virtual ~CAmmoDef( void );
-
-private:
- bool AddAmmoType(char const* name, int damageType, int tracerType, int nFlags, int minSplashSize, int maxSplashSize );
-};
-
-
-// Get the global ammodef object. This is usually implemented in each mod's game rules file somewhere,
-// so the mod can setup custom ammo types.
-CAmmoDef* GetAmmoDef();
-
-
-#endif // AI_AMMODEF_H
-
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Holds defintion for game ammo types
+//
+// $Workfile: $
+// $Date: $
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef AI_AMMODEF_H
+#define AI_AMMODEF_H
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+class ConVar;
+
+struct Ammo_t
+{
+ char *pName;
+ int nDamageType;
+ int eTracerType;
+ float physicsForceImpulse;
+ int nMinSplashSize;
+ int nMaxSplashSize;
+
+ int nFlags;
+
+ // Values for player/NPC damage and carrying capability
+ // If the integers are set, they override the CVars
+ int pPlrDmg; // CVar for player damage amount
+ int pNPCDmg; // CVar for NPC damage amount
+ int pMaxCarry; // CVar for maximum number can carry
+ const ConVar* pPlrDmgCVar; // CVar for player damage amount
+ const ConVar* pNPCDmgCVar; // CVar for NPC damage amount
+ const ConVar* pMaxCarryCVar; // CVar for maximum number can carry
+};
+
+// Used to tell AmmoDef to use the cvars, not the integers
+#define USE_CVAR -1
+// Ammo is infinite
+#define INFINITE_AMMO -2
+
+enum AmmoTracer_t
+{
+ TRACER_NONE,
+ TRACER_LINE,
+ TRACER_RAIL,
+ TRACER_BEAM,
+ TRACER_LINE_AND_WHIZ,
+};
+
+enum AmmoFlags_t
+{
+ AMMO_FORCE_DROP_IF_CARRIED = 0x1,
+ AMMO_INTERPRET_PLRDAMAGE_AS_DAMAGE_TO_PLAYER = 0x2,
+};
+
+
+#include "shareddefs.h"
+
+//=============================================================================
+// >> CAmmoDef
+//=============================================================================
+class CAmmoDef
+{
+
+public:
+ int m_nAmmoIndex;
+
+ Ammo_t m_AmmoType[MAX_AMMO_TYPES];
+
+ Ammo_t *GetAmmoOfIndex(int nAmmoIndex);
+ int Index(const char *psz);
+ int PlrDamage(int nAmmoIndex);
+ int NPCDamage(int nAmmoIndex);
+ int MaxCarry(int nAmmoIndex);
+ int DamageType(int nAmmoIndex);
+ int TracerType(int nAmmoIndex);
+ float DamageForce(int nAmmoIndex);
+ int MinSplashSize(int nAmmoIndex);
+ int MaxSplashSize(int nAmmoIndex);
+ int Flags(int nAmmoIndex);
+
+ void AddAmmoType(char const* name, int damageType, int tracerType, int plr_dmg, int npc_dmg, int carry, float physicsForceImpulse, int nFlags, int minSplashSize = 4, int maxSplashSize = 8 );
+ void AddAmmoType(char const* name, int damageType, int tracerType, char const* plr_cvar, char const* npc_var, char const* carry_cvar, float physicsForceImpulse, int nFlags, int minSplashSize = 4, int maxSplashSize = 8 );
+
+ CAmmoDef(void);
+ virtual ~CAmmoDef( void );
+
+private:
+ bool AddAmmoType(char const* name, int damageType, int tracerType, int nFlags, int minSplashSize, int maxSplashSize );
+};
+
+
+// Get the global ammodef object. This is usually implemented in each mod's game rules file somewhere,
+// so the mod can setup custom ammo types.
+CAmmoDef* GetAmmoDef();
+
+
+#endif // AI_AMMODEF_H
+