/* (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. */ #ifndef GAME_CLIENT_COMPONENTS_KILLMESSAGES_H #define GAME_CLIENT_COMPONENTS_KILLMESSAGES_H #include class CKillMessages : public CComponent { int m_SpriteQuadContainerIndex; public: // kill messages struct CKillMsg { CKillMsg() { m_KillerTextContainerIndex = m_VictimTextContainerIndex = -1; } int m_Weapon; int m_VictimID; int m_VictimTeam; int m_VictimDDTeam; char m_aVictimName[64]; int m_VictimTextContainerIndex; float m_VitctimTextWidth; CTeeRenderInfo m_VictimRenderInfo; int m_KillerID; int m_KillerTeam; char m_aKillerName[64]; int m_KillerTextContainerIndex; float m_KillerTextWidth; CTeeRenderInfo m_KillerRenderInfo; int m_ModeSpecial; // for CTF, if the guy is carrying a flag for example int m_Tick; }; enum { MAX_KILLMSGS = 5, }; CKillMsg m_aKillmsgs[MAX_KILLMSGS]; int m_KillmsgCurrent; virtual void OnReset(); virtual void OnRender(); virtual void OnMessage(int MsgType, void *pRawMsg); virtual void OnInit(); }; #endif