/* (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 #include #include class CPlayers : public CComponent { friend class CGhost; CTeeRenderInfo m_RenderInfoSpec; CTeeRenderInfo m_aRenderInfo[MAX_CLIENTS]; 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); void RenderHookCollLine( const CNetObj_Character *pPrevChar, const CNetObj_Character *pPlayerChar, int ClientID, float Intra = 0.f); float GetPlayerTargetAngle( const CNetObj_Character *pPrevChar, const CNetObj_Character *pPlayerChar, int ClientID, float Intra = 0.f); bool IsPlayerInfoAvailable(int ClientID) const; int m_WeaponEmoteQuadContainerIndex; int m_WeaponSpriteMuzzleQuadContainerIndex[NUM_WEAPONS]; public: virtual int Sizeof() const override { return sizeof(*this); } virtual void OnInit() override; virtual void OnRender() override; }; #endif