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_physmagnet.cpp | 266 ++++++++++++++++++------------------ 1 file changed, 133 insertions(+), 133 deletions(-) (limited to 'mp/src/game/client/c_physmagnet.cpp') diff --git a/mp/src/game/client/c_physmagnet.cpp b/mp/src/game/client/c_physmagnet.cpp index b32071f6..08a0f004 100644 --- a/mp/src/game/client/c_physmagnet.cpp +++ b/mp/src/game/client/c_physmagnet.cpp @@ -1,134 +1,134 @@ -//========= Copyright Valve Corporation, All rights reserved. ============// -// -// Purpose: -// -//=============================================================================// -#include "cbase.h" -#include "c_baseentity.h" - -// memdbgon must be the last include file in a .cpp file!!! -#include "tier0/memdbgon.h" - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -class C_PhysMagnet : public C_BaseAnimating -{ - DECLARE_CLASS( C_PhysMagnet, C_BaseAnimating ); -public: - DECLARE_CLIENTCLASS(); - - C_PhysMagnet(); - virtual ~C_PhysMagnet(); - - void PostDataUpdate( DataUpdateType_t updateType ); - bool GetShadowCastDirection( Vector *pDirection, ShadowType_t shadowType ) const; - -public: - // Data received from the server - CUtlVector< int > m_aAttachedObjectsFromServer; - - // Private list of entities on the magnet - CUtlVector< EHANDLE > m_aAttachedObjects; -}; - -//----------------------------------------------------------------------------- -// Purpose: RecvProxy that converts the Magnet's attached object entindexes to handles -//----------------------------------------------------------------------------- -void RecvProxy_MagnetAttachedObjectList( const CRecvProxyData *pData, void *pStruct, void *pOut ) -{ - C_PhysMagnet *pMagnet = (C_PhysMagnet*)pOut; - pMagnet->m_aAttachedObjectsFromServer[pData->m_iElement] = pData->m_Value.m_Int; -} - - -void RecvProxyArrayLength_MagnetAttachedArray( void *pStruct, int objectID, int currentArrayLength ) -{ - C_PhysMagnet *pMagnet = (C_PhysMagnet*)pStruct; - - if ( pMagnet->m_aAttachedObjectsFromServer.Size() != currentArrayLength ) - pMagnet->m_aAttachedObjectsFromServer.SetSize( currentArrayLength ); -} - -IMPLEMENT_CLIENTCLASS_DT(C_PhysMagnet, DT_PhysMagnet, CPhysMagnet) - - // ROBIN: Disabled because we don't need it anymore - /* - RecvPropArray2( - RecvProxyArrayLength_MagnetAttachedArray, - RecvPropInt( "magnetattached_array_element", 0, SIZEOF_IGNORE, 0, RecvProxy_MagnetAttachedObjectList ), - 128, - 0, - "magnetattached_array" - ) - */ - -END_RECV_TABLE() - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -C_PhysMagnet::C_PhysMagnet() -{ -} - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -C_PhysMagnet::~C_PhysMagnet() -{ -} - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -void C_PhysMagnet::PostDataUpdate( DataUpdateType_t updateType ) -{ - BaseClass::PostDataUpdate( updateType ); - - /* - // First, detect any entities removed from the magnet and restore their shadows - int iCount = m_aAttachedObjects.Count(); - int iServerCount = m_aAttachedObjectsFromServer.Count(); - for ( int i = 0; i < iCount; i++ ) - { - int iEntIndex = m_aAttachedObjects[i]->entindex(); - for ( int j = 0; j < iServerCount; j++ ) - { - if ( iEntIndex == m_aAttachedObjectsFromServer[j] ) - break; - } - - if ( j == iServerCount ) - { - // Ok, a previously attached object is no longer attached - m_aAttachedObjects[i]->SetShadowUseOtherEntity( NULL ); - m_aAttachedObjects.Remove(i); - } - } - - // Make sure newly attached entities have vertical shadows too - for ( i = 0; i < iServerCount; i++ ) - { - C_BaseEntity *pEntity = cl_entitylist->GetEnt( m_aAttachedObjectsFromServer[i] ); - if ( m_aAttachedObjects.Find( pEntity ) == m_aAttachedObjects.InvalidIndex() ) - { - pEntity->SetShadowUseOtherEntity( this ); - m_aAttachedObjects.AddToTail( pEntity ); - } - } - */ -} - -//----------------------------------------------------------------------------- -// Purpose: Return a per-entity shadow cast direction -//----------------------------------------------------------------------------- -bool C_PhysMagnet::GetShadowCastDirection( Vector *pDirection, ShadowType_t shadowType ) const -{ - // Magnets shadow is more vertical than others - //Vector vecDown = g_pClientShadowMgr->GetShadowDirection() - Vector(0,0,1); - //VectorNormalize( vecDown ); - //*pDirection = vecDown; - *pDirection = Vector(0,0,-1); - return true; +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// +#include "cbase.h" +#include "c_baseentity.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +class C_PhysMagnet : public C_BaseAnimating +{ + DECLARE_CLASS( C_PhysMagnet, C_BaseAnimating ); +public: + DECLARE_CLIENTCLASS(); + + C_PhysMagnet(); + virtual ~C_PhysMagnet(); + + void PostDataUpdate( DataUpdateType_t updateType ); + bool GetShadowCastDirection( Vector *pDirection, ShadowType_t shadowType ) const; + +public: + // Data received from the server + CUtlVector< int > m_aAttachedObjectsFromServer; + + // Private list of entities on the magnet + CUtlVector< EHANDLE > m_aAttachedObjects; +}; + +//----------------------------------------------------------------------------- +// Purpose: RecvProxy that converts the Magnet's attached object entindexes to handles +//----------------------------------------------------------------------------- +void RecvProxy_MagnetAttachedObjectList( const CRecvProxyData *pData, void *pStruct, void *pOut ) +{ + C_PhysMagnet *pMagnet = (C_PhysMagnet*)pOut; + pMagnet->m_aAttachedObjectsFromServer[pData->m_iElement] = pData->m_Value.m_Int; +} + + +void RecvProxyArrayLength_MagnetAttachedArray( void *pStruct, int objectID, int currentArrayLength ) +{ + C_PhysMagnet *pMagnet = (C_PhysMagnet*)pStruct; + + if ( pMagnet->m_aAttachedObjectsFromServer.Size() != currentArrayLength ) + pMagnet->m_aAttachedObjectsFromServer.SetSize( currentArrayLength ); +} + +IMPLEMENT_CLIENTCLASS_DT(C_PhysMagnet, DT_PhysMagnet, CPhysMagnet) + + // ROBIN: Disabled because we don't need it anymore + /* + RecvPropArray2( + RecvProxyArrayLength_MagnetAttachedArray, + RecvPropInt( "magnetattached_array_element", 0, SIZEOF_IGNORE, 0, RecvProxy_MagnetAttachedObjectList ), + 128, + 0, + "magnetattached_array" + ) + */ + +END_RECV_TABLE() + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +C_PhysMagnet::C_PhysMagnet() +{ +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +C_PhysMagnet::~C_PhysMagnet() +{ +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void C_PhysMagnet::PostDataUpdate( DataUpdateType_t updateType ) +{ + BaseClass::PostDataUpdate( updateType ); + + /* + // First, detect any entities removed from the magnet and restore their shadows + int iCount = m_aAttachedObjects.Count(); + int iServerCount = m_aAttachedObjectsFromServer.Count(); + for ( int i = 0; i < iCount; i++ ) + { + int iEntIndex = m_aAttachedObjects[i]->entindex(); + for ( int j = 0; j < iServerCount; j++ ) + { + if ( iEntIndex == m_aAttachedObjectsFromServer[j] ) + break; + } + + if ( j == iServerCount ) + { + // Ok, a previously attached object is no longer attached + m_aAttachedObjects[i]->SetShadowUseOtherEntity( NULL ); + m_aAttachedObjects.Remove(i); + } + } + + // Make sure newly attached entities have vertical shadows too + for ( i = 0; i < iServerCount; i++ ) + { + C_BaseEntity *pEntity = cl_entitylist->GetEnt( m_aAttachedObjectsFromServer[i] ); + if ( m_aAttachedObjects.Find( pEntity ) == m_aAttachedObjects.InvalidIndex() ) + { + pEntity->SetShadowUseOtherEntity( this ); + m_aAttachedObjects.AddToTail( pEntity ); + } + } + */ +} + +//----------------------------------------------------------------------------- +// Purpose: Return a per-entity shadow cast direction +//----------------------------------------------------------------------------- +bool C_PhysMagnet::GetShadowCastDirection( Vector *pDirection, ShadowType_t shadowType ) const +{ + // Magnets shadow is more vertical than others + //Vector vecDown = g_pClientShadowMgr->GetShadowDirection() - Vector(0,0,1); + //VectorNormalize( vecDown ); + //*pDirection = vecDown; + *pDirection = Vector(0,0,-1); + return true; } \ No newline at end of file -- cgit v1.2.3