/* (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_EFFECTS_H #define GAME_CLIENT_COMPONENTS_EFFECTS_H #include class CEffects : public CComponent { bool m_Add50hz; bool m_Add100hz; public: CEffects(); virtual int Sizeof() const override { return sizeof(*this); } virtual void OnRender() override; void BulletTrail(vec2 Pos, float Alpha = 1.f, float TimePassed = 0.f); void SmokeTrail(vec2 Pos, vec2 Vel, float Alpha = 1.f, float TimePassed = 0.f); void SkidTrail(vec2 Pos, vec2 Vel); void Explosion(vec2 Pos); void HammerHit(vec2 Pos); void AirJump(vec2 Pos); void DamageIndicator(vec2 Pos, vec2 Dir); void ResetDamageIndicator(); void PlayerSpawn(vec2 Pos); void PlayerDeath(vec2 Pos, int ClientID); void PowerupShine(vec2 Pos, vec2 Size); void Update(); }; #endif