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_PROJECTILE_H
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#define GAME_SERVER_ENTITIES_PROJECTILE_H
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2020-09-25 16:11:59 +00:00
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#include <game/server/entity.h>
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2010-05-29 07:25:38 +00:00
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class CProjectile : public CEntity
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{
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public:
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2020-09-26 19:41:58 +00:00
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CProjectile(
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2010-08-30 23:45:42 +00:00
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CGameWorld *pGameWorld,
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int Type,
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int Owner,
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vec2 Pos,
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vec2 Dir,
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int Span,
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bool Freeeze,
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bool Explosive,
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float Force,
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int SoundImpact,
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2010-11-13 13:22:19 +00:00
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int Layer = 0,
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2020-09-26 19:41:58 +00:00
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int Number = 0);
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2010-05-29 07:25:38 +00:00
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vec2 GetPos(float Time);
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void FillInfo(CNetObj_Projectile *pProj);
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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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private:
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vec2 m_Direction;
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int m_LifeSpan;
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int m_Owner;
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int m_Type;
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2010-07-29 05:21:18 +00:00
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//int m_Damage;
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2010-05-29 07:25:38 +00:00
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int m_SoundImpact;
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float m_Force;
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int m_StartTick;
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bool m_Explosive;
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2011-04-09 06:41:31 +00:00
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// DDRace
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2010-07-29 05:21:18 +00:00
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int m_Bouncing;
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bool m_Freeze;
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2014-03-12 23:54:44 +00:00
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int m_TuneZone;
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2011-04-09 06:41:31 +00:00
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public:
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void SetBouncing(int Value);
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2014-12-01 00:31:58 +00:00
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void FillExtraInfo(CNetObj_Projectile *pProj);
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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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