ddnet/src/game/client/components/players.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_PLAYERS_H
#define GAME_CLIENT_COMPONENTS_PLAYERS_H
#include <game/client/component.h>
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#include <game/client/render.h>
#include <game/generated/protocol.h>
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class CPlayers : public CComponent
{
friend class CGhost;
CTeeRenderInfo m_RenderInfoSpec;
CTeeRenderInfo m_aRenderInfo[MAX_CLIENTS];
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void RenderHand(class CTeeRenderInfo *pInfo, vec2 CenterPos, vec2 Dir, float AngleOffset, vec2 PostRotOffset, float Alpha = 1.0f);
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void RenderPlayer(
const CNetObj_Character *pPrevChar,
const CNetObj_Character *pPlayerChar,
const CTeeRenderInfo *pRenderInfo,
int ClientID,
float Intra = 0.f);
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void RenderHook(
const CNetObj_Character *pPrevChar,
const CNetObj_Character *pPlayerChar,
const CTeeRenderInfo *pRenderInfo,
int ClientID,
float Intra = 0.f);
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bool IsPlayerInfoAvailable(int ClientID) const;
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int m_WeaponEmoteQuadContainerIndex;
int m_WeaponSpriteMuzzleQuadContainerIndex[NUM_WEAPONS];
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public:
vec2 m_CurPredictedPos[MAX_CLIENTS];
virtual int Sizeof() const override { return sizeof(*this); }
virtual void OnInit() override;
virtual void OnRender() override;
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};
#endif