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a69dc599a9
Fix pointer and pointer array variable naming Huge renaming to match our rules Used regex: (?!(return|delete)\b)\b\w+ (m_|ms_|g_|gs_|s_)[^a]\w+\[ (?!(return|delete)\b)\b\w+ (?!(m_|ms_|g_|gs_|s_))[^a]\w+\[ Further format static variables Format almost all pointer names accordingly Used regex: (?!(return)\b)\b\w+ \*(?!(m_p|p|s_p|m_ap|s_ap|g_p|g_ap|ap|gs_ap|ms_ap|gs_p|ms_p))\w+\b[^:\(p] clang-format Fix CI fail Fix misnamed non pointer as pointer and non array as array Used regex: (?!(return|delete)\b)\b\w+ (m_|ms_|g_|gs_|s_)p\w+\b (?!return\b)\b\w+ (ms_|m_|g_|gs_|s_)a\w+\b[^\[] clang-format Revert to SCREAMING_SNAKE_CASE and reinstate dead code
51 lines
1.5 KiB
C++
51 lines
1.5 KiB
C++
/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#ifndef GAME_CLIENT_COMPONENTS_PLAYERS_H
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#define GAME_CLIENT_COMPONENTS_PLAYERS_H
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#include <game/client/component.h>
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#include <game/client/render.h>
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#include <game/generated/protocol.h>
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class CPlayers : public CComponent
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{
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friend class CGhost;
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CTeeRenderInfo m_RenderInfoSpec;
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CTeeRenderInfo m_aRenderInfo[MAX_CLIENTS];
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void RenderHand(class CTeeRenderInfo *pInfo, vec2 CenterPos, vec2 Dir, float AngleOffset, vec2 PostRotOffset, float Alpha = 1.0f);
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void RenderPlayer(
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const CNetObj_Character *pPrevChar,
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const CNetObj_Character *pPlayerChar,
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const CTeeRenderInfo *pRenderInfo,
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int ClientID,
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float Intra = 0.f);
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void RenderHook(
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const CNetObj_Character *pPrevChar,
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const CNetObj_Character *pPlayerChar,
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const CTeeRenderInfo *pRenderInfo,
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int ClientID,
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float Intra = 0.f);
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void RenderHookCollLine(
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const CNetObj_Character *pPrevChar,
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const CNetObj_Character *pPlayerChar,
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int ClientID,
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float Intra = 0.f);
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float GetPlayerTargetAngle(
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const CNetObj_Character *pPrevChar,
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const CNetObj_Character *pPlayerChar,
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int ClientID,
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float Intra = 0.f);
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bool IsPlayerInfoAvailable(int ClientID) const;
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int m_WeaponEmoteQuadContainerIndex;
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int m_aWeaponSpriteMuzzleQuadContainerIndex[NUM_WEAPONS];
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public:
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virtual int Sizeof() const override { return sizeof(*this); }
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virtual void OnInit() override;
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virtual void OnRender() override;
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};
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#endif
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