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_SERVER_ENTITIES_LASER_H
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#define GAME_SERVER_ENTITIES_LASER_H
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#include <game/server/entity.h>
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class CLaser : public CEntity
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{
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public:
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2010-08-30 23:45:42 +00:00
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CLaser(CGameWorld *pGameWorld, vec2 Pos, vec2 Direction, float StartEnergy, int Owner, int Type);
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2011-04-13 18:37:12 +00:00
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2010-05-29 07:25:38 +00:00
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virtual void Reset();
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virtual void Tick();
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2012-01-09 23:49:31 +00:00
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virtual void TickPaused();
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2010-05-29 07:25:38 +00:00
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virtual void Snap(int SnappingClient);
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2011-04-13 18:37:12 +00:00
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2010-05-29 07:25:38 +00:00
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protected:
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bool HitCharacter(vec2 From, vec2 To);
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void DoBounce();
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2011-04-13 18:37:12 +00:00
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2010-05-29 07:25:38 +00:00
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private:
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vec2 m_From;
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vec2 m_Dir;
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2013-07-18 23:06:48 +00:00
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vec2 m_TelePos;
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2013-07-20 12:16:41 +00:00
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bool m_WasTele;
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2010-05-29 07:25:38 +00:00
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float m_Energy;
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int m_Bounces;
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int m_EvalTick;
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int m_Owner;
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2011-07-22 12:58:06 +00:00
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int m_TeamMask;
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2011-04-09 06:41:31 +00:00
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// DDRace
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vec2 m_PrevPos;
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2010-07-29 05:21:18 +00:00
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int m_Type;
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2010-05-29 07:25:38 +00:00
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};
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#endif
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