2010-11-20 10:37:14 +00:00
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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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2010-05-29 07:25:38 +00:00
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#ifndef GAME_CLIENT_COMPONENTS_EFFECTS_H
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#define GAME_CLIENT_COMPONENTS_EFFECTS_H
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#include <game/client/component.h>
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class CEffects : public CComponent
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2011-04-13 18:37:12 +00:00
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{
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2010-05-29 07:25:38 +00:00
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bool m_Add50hz;
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bool m_Add100hz;
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2020-09-26 19:41:58 +00:00
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2010-05-29 07:25:38 +00:00
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public:
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CEffects();
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2022-01-31 02:11:47 +00:00
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virtual int Sizeof() const override { return sizeof(*this); }
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2010-05-29 07:25:38 +00:00
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2022-01-30 23:43:56 +00:00
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virtual void OnRender() override;
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2010-05-29 07:25:38 +00:00
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2019-07-16 20:06:57 +00:00
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void BulletTrail(vec2 Pos, float Alpha = 1.f, float TimePassed = 0.f);
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void SmokeTrail(vec2 Pos, vec2 Vel, float Alpha = 1.f, float TimePassed = 0.f);
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2010-05-29 07:25:38 +00:00
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void SkidTrail(vec2 Pos, vec2 Vel);
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void Explosion(vec2 Pos);
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void HammerHit(vec2 Pos);
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void AirJump(vec2 Pos);
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void DamageIndicator(vec2 Pos, vec2 Dir);
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2014-09-03 12:17:44 +00:00
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void ResetDamageIndicator();
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2010-05-29 07:25:38 +00:00
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void PlayerSpawn(vec2 Pos);
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2011-02-12 10:40:36 +00:00
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void PlayerDeath(vec2 Pos, int ClientID);
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2010-05-29 07:25:38 +00:00
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void PowerupShine(vec2 Pos, vec2 Size);
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void Update();
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};
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#endif
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