/* (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_ITEMS_H #define GAME_CLIENT_COMPONENTS_ITEMS_H #include class CItems : public CComponent { enum { MAX_EXTRA_PROJECTILES=32, }; CNetObj_Projectile m_aExtraProjectiles[MAX_EXTRA_PROJECTILES]; int m_NumExtraProjectiles; void RenderProjectile(const CNetObj_Projectile *pCurrent, int ItemID); void RenderPickup(const CNetObj_Pickup *pPrev, const CNetObj_Pickup *pCurrent); 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; public: virtual void OnReset(); virtual void OnRender(); virtual void OnInit(); void AddExtraProjectile(CNetObj_Projectile *pProj); void ReconstructSmokeTrail(const CNetObj_Projectile *pCurrent, int ItemID, int DestroyTick, int LifeSpan); }; #endif