/* See "licence DDRace.txt" and the readme.txt in the root of the distribution for more information. */ #ifndef GAME_SERVER_ENTITIES_DRAGGER_BEAM_H #define GAME_SERVER_ENTITIES_DRAGGER_BEAM_H #include "dragger.h" #include /** * Dragger beams pull a selected player towards their center * * Dragger beams are generated by a particular dragger for the player closest to it and for whom certain criteria are * met. Dragger beams exist until these criteria are no longer met. Dragger beams dissolve and automatically * de-register from their dragger source as soon as the player for whom they were created: * - is no longer alive * - is no longer in range (sv_dragger_range) * - can no longer be dragged because the beam is intercepted by a laser stopper (or if !IgnoreWalls by solid blocks) * * Dragger beams accelerate the selected player every tick towards their center. The length of the speed vector, which * is added to that of the player, depends only on the strength of the dragger and is between 1 and 3 units long. If * the player is in the center of the dragger, it will not accelerate. */ class CDraggerBeam : public CEntity { CDragger *m_pDragger; float m_Strength; bool m_IgnoreWalls; int m_ForClientID; int m_EvalTick; bool m_Active; public: CDraggerBeam(CGameWorld *pGameWorld, CDragger *pDragger, vec2 Pos, float Strength, bool IgnoreWalls, int ForClientID); void SetPos(vec2 Pos); void Reset() override; void Tick() override; void Snap(int SnappingClient) override; }; #endif // GAME_SERVER_ENTITIES_DRAGGER_BEAM_H