/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */ #ifndef GAME_SERVER_CEntity_CLight_H #define GAME_SERVER_CEntity_CLight_H #include class CLight : public CEntity { float m_Rotation; vec2 m_To; vec2 m_Core; int m_EvalTick; int m_Tick; bool HitCharacter(); void Move(); void Step(); public: int m_CurveLength; int m_LengthL; float m_AngularSpeed; int m_Speed; int m_Length; CLight(CGameWorld *pGameWorld, vec2 Pos, float Rotation, int Length, int Layer = 0, int Number = 0); virtual void Reset(); virtual void Tick(); virtual void Snap(int SnappingClient); }; #endif