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. --- sp/src/game/server/te_effect_dispatch.cpp | 182 +++++++++++++++--------------- 1 file changed, 91 insertions(+), 91 deletions(-) (limited to 'sp/src/game/server/te_effect_dispatch.cpp') diff --git a/sp/src/game/server/te_effect_dispatch.cpp b/sp/src/game/server/te_effect_dispatch.cpp index 4bb7d6a3..140a76f5 100644 --- a/sp/src/game/server/te_effect_dispatch.cpp +++ b/sp/src/game/server/te_effect_dispatch.cpp @@ -1,91 +1,91 @@ -//========= Copyright Valve Corporation, All rights reserved. ============// -// -// Purpose: -// -// $Workfile: $ -// $Date: $ -// -//----------------------------------------------------------------------------- -// $Log: $ -// -// $NoKeywords: $ -//=============================================================================// -#include "cbase.h" -#include "basetempentity.h" -#include "te_effect_dispatch.h" -#include "networkstringtable_gamedll.h" - -// memdbgon must be the last include file in a .cpp file!!! -#include "tier0/memdbgon.h" - -//----------------------------------------------------------------------------- -// Purpose: This TE provides a simple interface to dispatch effects by name using DispatchEffect(). -//----------------------------------------------------------------------------- -class CTEEffectDispatch : public CBaseTempEntity -{ -public: - DECLARE_CLASS( CTEEffectDispatch, CBaseTempEntity ); - - CTEEffectDispatch( const char *name ); - virtual ~CTEEffectDispatch( void ); - - DECLARE_SERVERCLASS(); - -public: - CEffectData m_EffectData; -}; - -//----------------------------------------------------------------------------- -// Purpose: -// Input : *name - -//----------------------------------------------------------------------------- -CTEEffectDispatch::CTEEffectDispatch( const char *name ) : - CBaseTempEntity( name ) -{ -} - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -CTEEffectDispatch::~CTEEffectDispatch( void ) -{ -} - -IMPLEMENT_SERVERCLASS_ST( CTEEffectDispatch, DT_TEEffectDispatch ) - - SendPropDataTable( SENDINFO_DT( m_EffectData ), &REFERENCE_SEND_TABLE( DT_EffectData ) ) - -END_SEND_TABLE() - - -// Singleton to fire TEEffectDispatch objects -static CTEEffectDispatch g_TEEffectDispatch( "EffectDispatch" ); - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -void TE_DispatchEffect( IRecipientFilter& filter, float delay, const Vector &pos, const char *pName, const CEffectData &data ) -{ - // Copy the supplied effect data. - g_TEEffectDispatch.m_EffectData = data; - - // Get the entry index in the string table. - g_TEEffectDispatch.m_EffectData.m_iEffectName = g_pStringTableEffectDispatch->AddString( CBaseEntity::IsServer(), pName ); - - // Send it to anyone who can see the effect's origin. - g_TEEffectDispatch.Create( filter, 0 ); -} - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -void DispatchEffect( const char *pName, const CEffectData &data ) -{ - CPASFilter filter( data.m_vOrigin ); - DispatchEffect( pName, data, filter ); -} - -void DispatchEffect( const char *pName, const CEffectData &data, CRecipientFilter &filter ) -{ - te->DispatchEffect( filter, 0.0, data.m_vOrigin, pName, data ); -} +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $Workfile: $ +// $Date: $ +// +//----------------------------------------------------------------------------- +// $Log: $ +// +// $NoKeywords: $ +//=============================================================================// +#include "cbase.h" +#include "basetempentity.h" +#include "te_effect_dispatch.h" +#include "networkstringtable_gamedll.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +//----------------------------------------------------------------------------- +// Purpose: This TE provides a simple interface to dispatch effects by name using DispatchEffect(). +//----------------------------------------------------------------------------- +class CTEEffectDispatch : public CBaseTempEntity +{ +public: + DECLARE_CLASS( CTEEffectDispatch, CBaseTempEntity ); + + CTEEffectDispatch( const char *name ); + virtual ~CTEEffectDispatch( void ); + + DECLARE_SERVERCLASS(); + +public: + CEffectData m_EffectData; +}; + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *name - +//----------------------------------------------------------------------------- +CTEEffectDispatch::CTEEffectDispatch( const char *name ) : + CBaseTempEntity( name ) +{ +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +CTEEffectDispatch::~CTEEffectDispatch( void ) +{ +} + +IMPLEMENT_SERVERCLASS_ST( CTEEffectDispatch, DT_TEEffectDispatch ) + + SendPropDataTable( SENDINFO_DT( m_EffectData ), &REFERENCE_SEND_TABLE( DT_EffectData ) ) + +END_SEND_TABLE() + + +// Singleton to fire TEEffectDispatch objects +static CTEEffectDispatch g_TEEffectDispatch( "EffectDispatch" ); + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void TE_DispatchEffect( IRecipientFilter& filter, float delay, const Vector &pos, const char *pName, const CEffectData &data ) +{ + // Copy the supplied effect data. + g_TEEffectDispatch.m_EffectData = data; + + // Get the entry index in the string table. + g_TEEffectDispatch.m_EffectData.m_iEffectName = g_pStringTableEffectDispatch->AddString( CBaseEntity::IsServer(), pName ); + + // Send it to anyone who can see the effect's origin. + g_TEEffectDispatch.Create( filter, 0 ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void DispatchEffect( const char *pName, const CEffectData &data ) +{ + CPASFilter filter( data.m_vOrigin ); + DispatchEffect( pName, data, filter ); +} + +void DispatchEffect( const char *pName, const CEffectData &data, CRecipientFilter &filter ) +{ + te->DispatchEffect( filter, 0.0, data.m_vOrigin, pName, data ); +} -- cgit v1.2.3