From f56bb35301836e56582a575a75864392a0177875 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B8rgen=20P=2E=20Tjern=C3=B8?= Date: Mon, 2 Dec 2013 19:31:46 -0800 Subject: Fix line endings. WHAMMY. --- mp/src/game/client/c_basecombatcharacter.cpp | 360 +++++++++++++-------------- 1 file changed, 180 insertions(+), 180 deletions(-) (limited to 'mp/src/game/client/c_basecombatcharacter.cpp') diff --git a/mp/src/game/client/c_basecombatcharacter.cpp b/mp/src/game/client/c_basecombatcharacter.cpp index 88309a57..fee63118 100644 --- a/mp/src/game/client/c_basecombatcharacter.cpp +++ b/mp/src/game/client/c_basecombatcharacter.cpp @@ -1,180 +1,180 @@ -//========= Copyright Valve Corporation, All rights reserved. ============// -// -// Purpose: Client's C_BaseCombatCharacter entity -// -// $Workfile: $ -// $Date: $ -// -//----------------------------------------------------------------------------- -// $Log: $ -// -// $NoKeywords: $ -//=============================================================================// -#include "cbase.h" -#include "c_basecombatcharacter.h" - -// memdbgon must be the last include file in a .cpp file!!! -#include "tier0/memdbgon.h" - -#if defined( CBaseCombatCharacter ) -#undef CBaseCombatCharacter -#endif - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -C_BaseCombatCharacter::C_BaseCombatCharacter() -{ - for ( int i=0; i < m_iAmmo.Count(); i++ ) - { - m_iAmmo.Set( i, 0 ); - } - -#ifdef GLOWS_ENABLE - m_pGlowEffect = NULL; - m_bGlowEnabled = false; - m_bOldGlowEnabled = false; -#endif // GLOWS_ENABLE -} - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -C_BaseCombatCharacter::~C_BaseCombatCharacter() -{ -#ifdef GLOWS_ENABLE - DestroyGlowEffect(); -#endif // GLOWS_ENABLE -} - -/* -//----------------------------------------------------------------------------- -// Purpose: Returns the amount of ammunition of the specified type the character's carrying -//----------------------------------------------------------------------------- -int C_BaseCombatCharacter::GetAmmoCount( char *szName ) const -{ - return GetAmmoCount( g_pGameRules->GetAmmoDef()->Index(szName) ); -} -*/ - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -void C_BaseCombatCharacter::OnPreDataChanged( DataUpdateType_t updateType ) -{ - BaseClass::OnPreDataChanged( updateType ); - -#ifdef GLOWS_ENABLE - m_bOldGlowEnabled = m_bGlowEnabled; -#endif // GLOWS_ENABLE -} - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -void C_BaseCombatCharacter::OnDataChanged( DataUpdateType_t updateType ) -{ - BaseClass::OnDataChanged( updateType ); - -#ifdef GLOWS_ENABLE - if ( m_bOldGlowEnabled != m_bGlowEnabled ) - { - UpdateGlowEffect(); - } -#endif // GLOWS_ENABLE -} - -//----------------------------------------------------------------------------- -// Purpose: Overload our muzzle flash and send it to any actively held weapon -//----------------------------------------------------------------------------- -void C_BaseCombatCharacter::DoMuzzleFlash() -{ - // Our weapon takes our muzzle flash command - C_BaseCombatWeapon *pWeapon = GetActiveWeapon(); - if ( pWeapon ) - { - pWeapon->DoMuzzleFlash(); - //NOTENOTE: We do not chain to the base here - } - else - { - BaseClass::DoMuzzleFlash(); - } -} - -#ifdef GLOWS_ENABLE -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -void C_BaseCombatCharacter::GetGlowEffectColor( float *r, float *g, float *b ) -{ - *r = 0.76f; - *g = 0.76f; - *b = 0.76f; -} - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -void C_BaseCombatCharacter::UpdateGlowEffect( void ) -{ - // destroy the existing effect - if ( m_pGlowEffect ) - { - DestroyGlowEffect(); - } - - // create a new effect - if ( m_bGlowEnabled ) - { - float r, g, b; - GetGlowEffectColor( &r, &g, &b ); - - m_pGlowEffect = new CGlowObject( this, Vector( r, g, b ), 1.0, true ); - } -} - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -void C_BaseCombatCharacter::DestroyGlowEffect( void ) -{ - if ( m_pGlowEffect ) - { - delete m_pGlowEffect; - m_pGlowEffect = NULL; - } -} -#endif // GLOWS_ENABLE - -IMPLEMENT_CLIENTCLASS(C_BaseCombatCharacter, DT_BaseCombatCharacter, CBaseCombatCharacter); - -// Only send active weapon index to local player -BEGIN_RECV_TABLE_NOBASE( C_BaseCombatCharacter, DT_BCCLocalPlayerExclusive ) - RecvPropTime( RECVINFO( m_flNextAttack ) ), -END_RECV_TABLE(); - - -BEGIN_RECV_TABLE(C_BaseCombatCharacter, DT_BaseCombatCharacter) - RecvPropDataTable( "bcc_localdata", 0, 0, &REFERENCE_RECV_TABLE(DT_BCCLocalPlayerExclusive) ), - RecvPropEHandle( RECVINFO( m_hActiveWeapon ) ), - RecvPropArray3( RECVINFO_ARRAY(m_hMyWeapons), RecvPropEHandle( RECVINFO( m_hMyWeapons[0] ) ) ), -#ifdef GLOWS_ENABLE - RecvPropBool( RECVINFO( m_bGlowEnabled ) ), -#endif // GLOWS_ENABLE - -#ifdef INVASION_CLIENT_DLL - RecvPropInt( RECVINFO( m_iPowerups ) ), -#endif - -END_RECV_TABLE() - - -BEGIN_PREDICTION_DATA( C_BaseCombatCharacter ) - - DEFINE_PRED_ARRAY( m_iAmmo, FIELD_INTEGER, MAX_AMMO_TYPES, FTYPEDESC_INSENDTABLE ), - DEFINE_PRED_FIELD( m_flNextAttack, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ), - DEFINE_PRED_FIELD( m_hActiveWeapon, FIELD_EHANDLE, FTYPEDESC_INSENDTABLE ), - DEFINE_PRED_ARRAY( m_hMyWeapons, FIELD_EHANDLE, MAX_WEAPONS, FTYPEDESC_INSENDTABLE ), - -END_PREDICTION_DATA() +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Client's C_BaseCombatCharacter entity +// +// $Workfile: $ +// $Date: $ +// +//----------------------------------------------------------------------------- +// $Log: $ +// +// $NoKeywords: $ +//=============================================================================// +#include "cbase.h" +#include "c_basecombatcharacter.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +#if defined( CBaseCombatCharacter ) +#undef CBaseCombatCharacter +#endif + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +C_BaseCombatCharacter::C_BaseCombatCharacter() +{ + for ( int i=0; i < m_iAmmo.Count(); i++ ) + { + m_iAmmo.Set( i, 0 ); + } + +#ifdef GLOWS_ENABLE + m_pGlowEffect = NULL; + m_bGlowEnabled = false; + m_bOldGlowEnabled = false; +#endif // GLOWS_ENABLE +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +C_BaseCombatCharacter::~C_BaseCombatCharacter() +{ +#ifdef GLOWS_ENABLE + DestroyGlowEffect(); +#endif // GLOWS_ENABLE +} + +/* +//----------------------------------------------------------------------------- +// Purpose: Returns the amount of ammunition of the specified type the character's carrying +//----------------------------------------------------------------------------- +int C_BaseCombatCharacter::GetAmmoCount( char *szName ) const +{ + return GetAmmoCount( g_pGameRules->GetAmmoDef()->Index(szName) ); +} +*/ + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void C_BaseCombatCharacter::OnPreDataChanged( DataUpdateType_t updateType ) +{ + BaseClass::OnPreDataChanged( updateType ); + +#ifdef GLOWS_ENABLE + m_bOldGlowEnabled = m_bGlowEnabled; +#endif // GLOWS_ENABLE +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void C_BaseCombatCharacter::OnDataChanged( DataUpdateType_t updateType ) +{ + BaseClass::OnDataChanged( updateType ); + +#ifdef GLOWS_ENABLE + if ( m_bOldGlowEnabled != m_bGlowEnabled ) + { + UpdateGlowEffect(); + } +#endif // GLOWS_ENABLE +} + +//----------------------------------------------------------------------------- +// Purpose: Overload our muzzle flash and send it to any actively held weapon +//----------------------------------------------------------------------------- +void C_BaseCombatCharacter::DoMuzzleFlash() +{ + // Our weapon takes our muzzle flash command + C_BaseCombatWeapon *pWeapon = GetActiveWeapon(); + if ( pWeapon ) + { + pWeapon->DoMuzzleFlash(); + //NOTENOTE: We do not chain to the base here + } + else + { + BaseClass::DoMuzzleFlash(); + } +} + +#ifdef GLOWS_ENABLE +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void C_BaseCombatCharacter::GetGlowEffectColor( float *r, float *g, float *b ) +{ + *r = 0.76f; + *g = 0.76f; + *b = 0.76f; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void C_BaseCombatCharacter::UpdateGlowEffect( void ) +{ + // destroy the existing effect + if ( m_pGlowEffect ) + { + DestroyGlowEffect(); + } + + // create a new effect + if ( m_bGlowEnabled ) + { + float r, g, b; + GetGlowEffectColor( &r, &g, &b ); + + m_pGlowEffect = new CGlowObject( this, Vector( r, g, b ), 1.0, true ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void C_BaseCombatCharacter::DestroyGlowEffect( void ) +{ + if ( m_pGlowEffect ) + { + delete m_pGlowEffect; + m_pGlowEffect = NULL; + } +} +#endif // GLOWS_ENABLE + +IMPLEMENT_CLIENTCLASS(C_BaseCombatCharacter, DT_BaseCombatCharacter, CBaseCombatCharacter); + +// Only send active weapon index to local player +BEGIN_RECV_TABLE_NOBASE( C_BaseCombatCharacter, DT_BCCLocalPlayerExclusive ) + RecvPropTime( RECVINFO( m_flNextAttack ) ), +END_RECV_TABLE(); + + +BEGIN_RECV_TABLE(C_BaseCombatCharacter, DT_BaseCombatCharacter) + RecvPropDataTable( "bcc_localdata", 0, 0, &REFERENCE_RECV_TABLE(DT_BCCLocalPlayerExclusive) ), + RecvPropEHandle( RECVINFO( m_hActiveWeapon ) ), + RecvPropArray3( RECVINFO_ARRAY(m_hMyWeapons), RecvPropEHandle( RECVINFO( m_hMyWeapons[0] ) ) ), +#ifdef GLOWS_ENABLE + RecvPropBool( RECVINFO( m_bGlowEnabled ) ), +#endif // GLOWS_ENABLE + +#ifdef INVASION_CLIENT_DLL + RecvPropInt( RECVINFO( m_iPowerups ) ), +#endif + +END_RECV_TABLE() + + +BEGIN_PREDICTION_DATA( C_BaseCombatCharacter ) + + DEFINE_PRED_ARRAY( m_iAmmo, FIELD_INTEGER, MAX_AMMO_TYPES, FTYPEDESC_INSENDTABLE ), + DEFINE_PRED_FIELD( m_flNextAttack, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ), + DEFINE_PRED_FIELD( m_hActiveWeapon, FIELD_EHANDLE, FTYPEDESC_INSENDTABLE ), + DEFINE_PRED_ARRAY( m_hMyWeapons, FIELD_EHANDLE, MAX_WEAPONS, FTYPEDESC_INSENDTABLE ), + +END_PREDICTION_DATA() -- cgit v1.2.3