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/shared/sdk/weapon_sdkbase.cpp | 324 +++++++++++++++--------------- 1 file changed, 162 insertions(+), 162 deletions(-) (limited to 'sp/src/game/shared/sdk/weapon_sdkbase.cpp') diff --git a/sp/src/game/shared/sdk/weapon_sdkbase.cpp b/sp/src/game/shared/sdk/weapon_sdkbase.cpp index bba6a2a3..f6e59291 100644 --- a/sp/src/game/shared/sdk/weapon_sdkbase.cpp +++ b/sp/src/game/shared/sdk/weapon_sdkbase.cpp @@ -1,163 +1,163 @@ -//========= Copyright Valve Corporation, All rights reserved. ============// -// -// Purpose: -// -// $NoKeywords: $ -//=============================================================================// - -#include "cbase.h" -#include "in_buttons.h" -#include "takedamageinfo.h" -#include "weapon_sdkbase.h" -#include "ammodef.h" - - -#if defined( CLIENT_DLL ) - - #include "c_sdk_player.h" - -#else - - #include "sdk_player.h" - -#endif - - -// ----------------------------------------------------------------------------- // -// Global functions. -// ----------------------------------------------------------------------------- // - -//-------------------------------------------------------------------------------------------------------- -static const char * s_WeaponAliasInfo[] = -{ - "none", // WEAPON_NONE - "mp5", // WEAPON_MP5 - "shotgun", // WEAPON_SHOTGUN - "grenade", // WEAPON_GRENADE - 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]; -} - -// ----------------------------------------------------------------------------- // -// CWeaponSDKBase tables. -// ----------------------------------------------------------------------------- // - -IMPLEMENT_NETWORKCLASS_ALIASED( WeaponSDKBase, DT_WeaponSDKBase ) - -BEGIN_NETWORK_TABLE( CWeaponSDKBase, DT_WeaponSDKBase ) -#ifdef CLIENT_DLL - -#else - // world weapon models have no animations - SendPropExclude( "DT_AnimTimeMustBeFirst", "m_flAnimTime" ), - SendPropExclude( "DT_BaseAnimating", "m_nSequence" ), -#endif -END_NETWORK_TABLE() - -#ifdef CLIENT_DLL -BEGIN_PREDICTION_DATA( CWeaponSDKBase ) - DEFINE_PRED_FIELD( m_flTimeWeaponIdle, FIELD_FLOAT, FTYPEDESC_OVERRIDE | FTYPEDESC_NOERRORCHECK ), -END_PREDICTION_DATA() -#endif - -LINK_ENTITY_TO_CLASS( weapon_sdk_base, CWeaponSDKBase ); - - -#ifdef GAME_DLL - - BEGIN_DATADESC( CWeaponSDKBase ) - - // New weapon Think and Touch Functions go here.. - - END_DATADESC() - -#endif - -// ----------------------------------------------------------------------------- // -// CWeaponCSBase implementation. -// ----------------------------------------------------------------------------- // -CWeaponSDKBase::CWeaponSDKBase() -{ - SetPredictionEligible( true ); - - AddSolidFlags( FSOLID_TRIGGER ); // Nothing collides with these but it gets touches. -} - -const CSDKWeaponInfo &CWeaponSDKBase::GetSDKWpnData() const -{ - const FileWeaponInfo_t *pWeaponInfo = &GetWpnData(); - const CSDKWeaponInfo *pSDKInfo; - - #ifdef _DEBUG - pSDKInfo = dynamic_cast< const CSDKWeaponInfo* >( pWeaponInfo ); - Assert( pSDKInfo ); - #else - pSDKInfo = static_cast< const CSDKWeaponInfo* >( pWeaponInfo ); - #endif - - return *pSDKInfo; -} - -bool CWeaponSDKBase::PlayEmptySound() -{ - CPASAttenuationFilter filter( this ); - filter.UsePredictionRules(); - - EmitSound( filter, entindex(), "Default.ClipEmpty_Rifle" ); - - return 0; -} - -CSDKPlayer* CWeaponSDKBase::GetPlayerOwner() const -{ - return dynamic_cast< CSDKPlayer* >( GetOwner() ); -} - -#ifdef GAME_DLL - -void CWeaponSDKBase::SendReloadEvents() -{ - CSDKPlayer *pPlayer = dynamic_cast< CSDKPlayer* >( GetOwner() ); - if ( !pPlayer ) - return; - - // Send a message to any clients that have this entity to play the reload. - CPASFilter filter( pPlayer->GetAbsOrigin() ); - filter.RemoveRecipient( pPlayer ); - - UserMessageBegin( filter, "ReloadEffect" ); - WRITE_SHORT( pPlayer->entindex() ); - MessageEnd(); - - // Make the player play his reload animation. - pPlayer->DoAnimationEvent( PLAYERANIMEVENT_RELOAD ); -} - +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#include "cbase.h" +#include "in_buttons.h" +#include "takedamageinfo.h" +#include "weapon_sdkbase.h" +#include "ammodef.h" + + +#if defined( CLIENT_DLL ) + + #include "c_sdk_player.h" + +#else + + #include "sdk_player.h" + +#endif + + +// ----------------------------------------------------------------------------- // +// Global functions. +// ----------------------------------------------------------------------------- // + +//-------------------------------------------------------------------------------------------------------- +static const char * s_WeaponAliasInfo[] = +{ + "none", // WEAPON_NONE + "mp5", // WEAPON_MP5 + "shotgun", // WEAPON_SHOTGUN + "grenade", // WEAPON_GRENADE + 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]; +} + +// ----------------------------------------------------------------------------- // +// CWeaponSDKBase tables. +// ----------------------------------------------------------------------------- // + +IMPLEMENT_NETWORKCLASS_ALIASED( WeaponSDKBase, DT_WeaponSDKBase ) + +BEGIN_NETWORK_TABLE( CWeaponSDKBase, DT_WeaponSDKBase ) +#ifdef CLIENT_DLL + +#else + // world weapon models have no animations + SendPropExclude( "DT_AnimTimeMustBeFirst", "m_flAnimTime" ), + SendPropExclude( "DT_BaseAnimating", "m_nSequence" ), +#endif +END_NETWORK_TABLE() + +#ifdef CLIENT_DLL +BEGIN_PREDICTION_DATA( CWeaponSDKBase ) + DEFINE_PRED_FIELD( m_flTimeWeaponIdle, FIELD_FLOAT, FTYPEDESC_OVERRIDE | FTYPEDESC_NOERRORCHECK ), +END_PREDICTION_DATA() +#endif + +LINK_ENTITY_TO_CLASS( weapon_sdk_base, CWeaponSDKBase ); + + +#ifdef GAME_DLL + + BEGIN_DATADESC( CWeaponSDKBase ) + + // New weapon Think and Touch Functions go here.. + + END_DATADESC() + +#endif + +// ----------------------------------------------------------------------------- // +// CWeaponCSBase implementation. +// ----------------------------------------------------------------------------- // +CWeaponSDKBase::CWeaponSDKBase() +{ + SetPredictionEligible( true ); + + AddSolidFlags( FSOLID_TRIGGER ); // Nothing collides with these but it gets touches. +} + +const CSDKWeaponInfo &CWeaponSDKBase::GetSDKWpnData() const +{ + const FileWeaponInfo_t *pWeaponInfo = &GetWpnData(); + const CSDKWeaponInfo *pSDKInfo; + + #ifdef _DEBUG + pSDKInfo = dynamic_cast< const CSDKWeaponInfo* >( pWeaponInfo ); + Assert( pSDKInfo ); + #else + pSDKInfo = static_cast< const CSDKWeaponInfo* >( pWeaponInfo ); + #endif + + return *pSDKInfo; +} + +bool CWeaponSDKBase::PlayEmptySound() +{ + CPASAttenuationFilter filter( this ); + filter.UsePredictionRules(); + + EmitSound( filter, entindex(), "Default.ClipEmpty_Rifle" ); + + return 0; +} + +CSDKPlayer* CWeaponSDKBase::GetPlayerOwner() const +{ + return dynamic_cast< CSDKPlayer* >( GetOwner() ); +} + +#ifdef GAME_DLL + +void CWeaponSDKBase::SendReloadEvents() +{ + CSDKPlayer *pPlayer = dynamic_cast< CSDKPlayer* >( GetOwner() ); + if ( !pPlayer ) + return; + + // Send a message to any clients that have this entity to play the reload. + CPASFilter filter( pPlayer->GetAbsOrigin() ); + filter.RemoveRecipient( pPlayer ); + + UserMessageBegin( filter, "ReloadEffect" ); + WRITE_SHORT( pPlayer->entindex() ); + MessageEnd(); + + // Make the player play his reload animation. + pPlayer->DoAnimationEvent( PLAYERANIMEVENT_RELOAD ); +} + #endif \ No newline at end of file -- cgit v1.2.3