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/shared/sdk/sdk_shareddefs.cpp | 232 +++++++++++++++--------------- 1 file changed, 116 insertions(+), 116 deletions(-) (limited to 'mp/src/game/shared/sdk/sdk_shareddefs.cpp') diff --git a/mp/src/game/shared/sdk/sdk_shareddefs.cpp b/mp/src/game/shared/sdk/sdk_shareddefs.cpp index 687ca838..001f2730 100644 --- a/mp/src/game/shared/sdk/sdk_shareddefs.cpp +++ b/mp/src/game/shared/sdk/sdk_shareddefs.cpp @@ -1,116 +1,116 @@ -//========= Copyright Valve Corporation, All rights reserved. ============// -// -// Purpose: -// -//=====================================================================================// - -#include "cbase.h" -#include "weapon_sdkbase.h" - -// memdbgon must be the last include file in a .cpp file!!! -#include "tier0/memdbgon.h" - -// the 1 / 2 / 3 respectively are all identical in our template mod to start, I've made the base ones (pc_class1, pc_class2, pc_class3) and then duplicated them for the teams. -//Tony; for our template we have two versions. -#if defined ( SDK_USE_PLAYERCLASSES ) && defined ( SDK_USE_TEAMS ) -const char *pszTeamBlueClasses[] = -{ - "blue_class1", - "blue_class2", - "blue_class3", - NULL -}; - -const char *pszTeamRedClasses[] = -{ - "red_class1", - "red_class2", - "red_class3", - NULL -}; -ConVar mp_limit_blue_class1( "mp_limit_blue_class1", "-1", FCVAR_REPLICATED, "Class limit for Blue class 1" ); -ConVar mp_limit_blue_class2( "mp_limit_blue_class2", "-1", FCVAR_REPLICATED, "Class limit for Blue class 2" ); -ConVar mp_limit_blue_class3( "mp_limit_blue_class3", "-1", FCVAR_REPLICATED, "Class limit for Blue class 3" ); - -ConVar mp_limit_red_class1( "mp_limit_red_class1", "-1", FCVAR_REPLICATED, "Class limit for Red class 1" ); -ConVar mp_limit_red_class2( "mp_limit_red_class2", "-1", FCVAR_REPLICATED, "Class limit for Red class 2" ); -ConVar mp_limit_red_class3( "mp_limit_red_class3", "-1", FCVAR_REPLICATED, "Class limit for Red class 3" ); - -//Tony; not using teams, but we are using classes -#elif defined ( SDK_USE_PLAYERCLASSES ) && !defined( SDK_USE_TEAMS ) -const char *pszPlayerClasses[] = -{ - "pc_class1", - "pc_class2", - "pc_class3", - NULL -}; -ConVar mp_limit_pc_class1( "mp_limit_pc_class1", "-1", FCVAR_REPLICATED, "Class limit for class 1" ); -ConVar mp_limit_pc_class2( "mp_limit_pc_class2", "-1", FCVAR_REPLICATED, "Class limit for class 2" ); -ConVar mp_limit_pc_class3( "mp_limit_pc_class3", "-1", FCVAR_REPLICATED, "Class limit for class 3" ); -#endif - -const char *pszTeamNames[] = -{ - "#SDK_Team_Unassigned", - "#SDK_Team_Spectator", -#if defined ( SDK_USE_TEAMS ) - "#SDK_Team_Blue", - "#SDK_Team_Red", -#endif -}; - -//Tony; We need to precache all possible player models that we're going to use -const char *pszPossiblePlayerModels[] = -{ - SDK_PLAYER_MODEL, - "models/player/american_rifleman.mdl", - "models/player/german_rifleman.mdl", - NULL -}; - -// ----------------------------------------------------------------------------- // -// Global Weapon Definitions -// ----------------------------------------------------------------------------- // - -//-------------------------------------------------------------------------------------------------------- -static const char * s_WeaponAliasInfo[] = -{ - "none", // WEAPON_NONE - "mp5", // SDK_WEAPON_MP5 - "shotgun", // SDK_WEAPON_SHOTGUN - "grenade", // SDK_WEAPON_GRENADE - "pistol", // SDK_WEAPON_PISTOL - "crowbar", // SDK_WEAPON_CROWBAR - NULL, // WEAPON_NONE -}; - -//-------------------------------------------------------------------------------------------------------- -// -// Given an alias, return the associated weapon ID -// -int AliasToWeaponID( const char *alias ) -{ - if (alias) - { - for( int i=0; s_WeaponAliasInfo[i] != NULL; ++i ) - if (!Q_stricmp( s_WeaponAliasInfo[i], alias )) - return i; - } - - return WEAPON_NONE; -} - -//-------------------------------------------------------------------------------------------------------- -// -// Given a weapon ID, return its alias -// -const char *WeaponIDToAlias( int id ) -{ - if ( (id >= WEAPON_MAX) || (id < 0) ) - return NULL; - - return s_WeaponAliasInfo[id]; -} - - +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=====================================================================================// + +#include "cbase.h" +#include "weapon_sdkbase.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +// the 1 / 2 / 3 respectively are all identical in our template mod to start, I've made the base ones (pc_class1, pc_class2, pc_class3) and then duplicated them for the teams. +//Tony; for our template we have two versions. +#if defined ( SDK_USE_PLAYERCLASSES ) && defined ( SDK_USE_TEAMS ) +const char *pszTeamBlueClasses[] = +{ + "blue_class1", + "blue_class2", + "blue_class3", + NULL +}; + +const char *pszTeamRedClasses[] = +{ + "red_class1", + "red_class2", + "red_class3", + NULL +}; +ConVar mp_limit_blue_class1( "mp_limit_blue_class1", "-1", FCVAR_REPLICATED, "Class limit for Blue class 1" ); +ConVar mp_limit_blue_class2( "mp_limit_blue_class2", "-1", FCVAR_REPLICATED, "Class limit for Blue class 2" ); +ConVar mp_limit_blue_class3( "mp_limit_blue_class3", "-1", FCVAR_REPLICATED, "Class limit for Blue class 3" ); + +ConVar mp_limit_red_class1( "mp_limit_red_class1", "-1", FCVAR_REPLICATED, "Class limit for Red class 1" ); +ConVar mp_limit_red_class2( "mp_limit_red_class2", "-1", FCVAR_REPLICATED, "Class limit for Red class 2" ); +ConVar mp_limit_red_class3( "mp_limit_red_class3", "-1", FCVAR_REPLICATED, "Class limit for Red class 3" ); + +//Tony; not using teams, but we are using classes +#elif defined ( SDK_USE_PLAYERCLASSES ) && !defined( SDK_USE_TEAMS ) +const char *pszPlayerClasses[] = +{ + "pc_class1", + "pc_class2", + "pc_class3", + NULL +}; +ConVar mp_limit_pc_class1( "mp_limit_pc_class1", "-1", FCVAR_REPLICATED, "Class limit for class 1" ); +ConVar mp_limit_pc_class2( "mp_limit_pc_class2", "-1", FCVAR_REPLICATED, "Class limit for class 2" ); +ConVar mp_limit_pc_class3( "mp_limit_pc_class3", "-1", FCVAR_REPLICATED, "Class limit for class 3" ); +#endif + +const char *pszTeamNames[] = +{ + "#SDK_Team_Unassigned", + "#SDK_Team_Spectator", +#if defined ( SDK_USE_TEAMS ) + "#SDK_Team_Blue", + "#SDK_Team_Red", +#endif +}; + +//Tony; We need to precache all possible player models that we're going to use +const char *pszPossiblePlayerModels[] = +{ + SDK_PLAYER_MODEL, + "models/player/american_rifleman.mdl", + "models/player/german_rifleman.mdl", + NULL +}; + +// ----------------------------------------------------------------------------- // +// Global Weapon Definitions +// ----------------------------------------------------------------------------- // + +//-------------------------------------------------------------------------------------------------------- +static const char * s_WeaponAliasInfo[] = +{ + "none", // WEAPON_NONE + "mp5", // SDK_WEAPON_MP5 + "shotgun", // SDK_WEAPON_SHOTGUN + "grenade", // SDK_WEAPON_GRENADE + "pistol", // SDK_WEAPON_PISTOL + "crowbar", // SDK_WEAPON_CROWBAR + NULL, // WEAPON_NONE +}; + +//-------------------------------------------------------------------------------------------------------- +// +// Given an alias, return the associated weapon ID +// +int AliasToWeaponID( const char *alias ) +{ + if (alias) + { + for( int i=0; s_WeaponAliasInfo[i] != NULL; ++i ) + if (!Q_stricmp( s_WeaponAliasInfo[i], alias )) + return i; + } + + return WEAPON_NONE; +} + +//-------------------------------------------------------------------------------------------------------- +// +// Given a weapon ID, return its alias +// +const char *WeaponIDToAlias( int id ) +{ + if ( (id >= WEAPON_MAX) || (id < 0) ) + return NULL; + + return s_WeaponAliasInfo[id]; +} + + -- cgit v1.2.3