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>
#include <game/generated/protocol.h>
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class CProjectileData;
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class CItems : public CComponent
{
void RenderProjectile(const CProjectileData *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:
virtual int Sizeof() const override { return sizeof(*this); }
virtual void OnRender() override;
virtual void OnInit() override;
void ReconstructSmokeTrail(const CProjectileData *pCurrent, int DestroyTick);
private:
int m_BlueFlagOffset;
int m_RedFlagOffset;
int m_PickupHealthOffset;
int m_PickupArmorOffset;
int m_PickupWeaponOffset[NUM_WEAPONS];
int m_PickupNinjaOffset;
int m_PickupWeaponArmorOffset[4];
int m_ProjectileOffset[NUM_WEAPONS];
int m_ParticleSplatOffset[3];
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};
#endif