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43998ce41a
Still send the old hack to old clients, still accept the old hack from old servers. This is so F-Client can support DDNet servers without such hacks.
56 lines
1 KiB
C++
56 lines
1 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_SERVER_ENTITIES_PROJECTILE_H
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#define GAME_SERVER_ENTITIES_PROJECTILE_H
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#include <game/server/entity.h>
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class CProjectile : public CEntity
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{
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public:
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CProjectile(
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CGameWorld *pGameWorld,
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int Type,
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int Owner,
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vec2 Pos,
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vec2 Dir,
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int Span,
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bool Freeeze,
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bool Explosive,
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float Force,
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int SoundImpact,
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int Layer = 0,
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int Number = 0);
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vec2 GetPos(float Time);
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void FillInfo(CNetObj_Projectile *pProj);
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virtual void Reset();
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virtual void Tick();
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virtual void TickPaused();
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virtual void Snap(int SnappingClient);
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private:
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vec2 m_Direction;
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int m_LifeSpan;
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int m_Owner;
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int m_Type;
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//int m_Damage;
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int m_SoundImpact;
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float m_Force;
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int m_StartTick;
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bool m_Explosive;
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// DDRace
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int m_Bouncing;
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bool m_Freeze;
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int m_TuneZone;
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public:
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void SetBouncing(int Value);
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bool FillExtraInfo(CNetObj_DDNetProjectile *pProj);
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};
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#endif
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