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17402cc43f
This is the strict version, ID → Id, UI → Ui, except DDNet which stays DDNet. This would fix #7750. Done using a naive rename script (for bash, use `shopt -s globstar`): ```fish sed -i \ -e 's/\([a-z]_\?\)ID/\1Id/g' \ -e 's/\([^ ]\)\<UI\>/\1Ui/g' \ -e 's/UI()/Ui()/g' \ -e 's/\<CUI\>/CUi/g' \ -e 's/\([\ta-z.(&]\|[,=|] \)ID\>/\1Id/g' \ -e 's/\<ID\>\([^ ").]\)/Id\1/g' \ -e 's/\<ID\([0-9]\)/Id\1/g' \ -e 's/\<ID\>\( [<=>:+*/-]\)/Id\1/g' \ -e 's/int ID/int Id/g' \ -e 's/\([a-z]_\?\)GPU/\1Gpu/g' \ -e 's/\([a-z]_\?\)IP/\1Ip/g' \ -e 's/\([a-z]_\?\)CID/\1Cid/g' \ -e 's/\([a-z]_\?\)MySQL/\1Mysql/g' \ -e 's/MySql/Mysql/g' \ -e 's/\([a-xz]_\?\)SQL/\1Sql/g' \ -e 's/DPMode/DpMode/g' \ -e 's/TTWGraphics/TTwGraphics/g' \ \ -e 's/Ipointer/IPointer/g' \ -e 's/\.vendorId/.vendorID/g' \ -e 's/\.windowId/.windowID/g' \ -e 's/SDL_GetWindowFromId/SDL_GetWindowFromID/g' \ -e 's/SDL_AudioDeviceId/SDL_AudioDeviceID/g' \ -e 's/SDL_JoystickId/SDL_JoystickID/g' \ -e 's/SDL_JoystickInstanceId/SDL_JoystickInstanceID/g' \ -e 's/AVCodecId/AVCodecID/g' \ src/**/*.cpp src/**/*.h {datasrc,scripts}/**/*.py git checkout -- src/engine/external ``` I like this option because it presents clear rules. Still needs fixups because of the naive replacement, I'd do this if we want this merged.
45 lines
1.6 KiB
C++
45 lines
1.6 KiB
C++
/* See "licence DDRace.txt" and the readme.txt in the root of the distribution for more information. */
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#ifndef GAME_SERVER_ENTITIES_DRAGGER_BEAM_H
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#define GAME_SERVER_ENTITIES_DRAGGER_BEAM_H
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#include <game/server/entity.h>
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class CDragger;
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class CGameWorld;
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/**
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* Dragger beams pull a selected player towards their center
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*
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* Dragger beams are generated by a particular dragger for the player closest to it and for whom certain criteria are
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* met. Dragger beams exist until these criteria are no longer met. Dragger beams dissolve and automatically
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* de-register from their dragger source as soon as the player for whom they were created:
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* - is no longer alive
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* - is no longer in range (sv_dragger_range)
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* - can no longer be dragged because the beam is intercepted by a laser stopper (or if !IgnoreWalls by solid blocks)
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*
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* Dragger beams accelerate the selected player every tick towards their center. The length of the speed vector, which
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* is added to that of the player, depends only on the strength of the dragger and is between 1 and 3 units long. If
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* the player is in the center of the dragger, it will not accelerate.
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*/
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class CDraggerBeam : public CEntity
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{
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CDragger *m_pDragger;
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float m_Strength;
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bool m_IgnoreWalls;
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int m_ForClientId;
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int m_EvalTick;
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bool m_Active;
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public:
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CDraggerBeam(CGameWorld *pGameWorld, CDragger *pDragger, vec2 Pos, float Strength, bool IgnoreWalls, int ForClientId, int Layer, int Number);
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void SetPos(vec2 Pos);
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void Reset() override;
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void Tick() override;
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void Snap(int SnappingClient) override;
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void SwapClients(int Client1, int Client2) override;
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};
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#endif // GAME_SERVER_ENTITIES_DRAGGER_BEAM_H
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