/* (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_PLAYERS_H #define GAME_CLIENT_COMPONENTS_PLAYERS_H #include class CPlayers : public CComponent { friend class CGhost; CTeeRenderInfo m_aRenderInfo[MAX_CLIENTS]; bool IsOtherTeam(int ClientID); void RenderHand(class CTeeRenderInfo *pInfo, vec2 CenterPos, vec2 Dir, float AngleOffset, vec2 PostRotOffset, float Alpha = 1.0f); void RenderPlayer( const CNetObj_Character *pPrevChar, const CNetObj_Character *pPlayerChar, const CTeeRenderInfo *pRenderInfo, int ClientID, float Intra = 0.f ); void RenderHook( const CNetObj_Character *pPrevChar, const CNetObj_Character *pPlayerChar, const CTeeRenderInfo *pRenderInfo, int ClientID, float Intra = 0.f ); int m_WeaponEmoteQuadContainerIndex; int m_DirectionQuadContainerIndex; int m_WeaponSpriteMuzzleQuadContainerIndex[NUM_WEAPONS]; public: vec2 m_CurPredictedPos[MAX_CLIENTS]; virtual void OnInit(); virtual void OnRender(); }; #endif