ddnet/src/game/client/components/items.h

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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#ifndef GAME_CLIENT_COMPONENTS_ITEMS_H
#define GAME_CLIENT_COMPONENTS_ITEMS_H
#include <game/client/component.h>
class CItems : public CComponent
{
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enum
{
MAX_EXTRA_PROJECTILES=32,
};
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CNetObj_Projectile m_aExtraProjectiles[MAX_EXTRA_PROJECTILES];
int m_NumExtraProjectiles;
void RenderProjectile(const CNetObj_Projectile *pCurrent, int ItemID);
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void RenderPickup(const CNetObj_Pickup *pPrev, const CNetObj_Pickup *pCurrent, bool IsPredicted = false);
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void RenderFlag(const CNetObj_Flag *pPrev, const CNetObj_Flag *pCurrent, const CNetObj_GameData *pPrevGameData, const CNetObj_GameData *pCurGameData);
void RenderLaser(const struct CNetObj_Laser *pCurrent, bool IsPredicted = false);
int m_ItemsQuadContainerIndex;
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public:
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virtual void OnReset();
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virtual void OnRender();
virtual void OnInit();
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void AddExtraProjectile(CNetObj_Projectile *pProj);
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void ReconstructSmokeTrail(const CNetObj_Projectile *pCurrent, int ItemID, int DestroyTick);
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};
#endif