ddnet/src/game/client/components/mapimages.h
heinrich5991 f31e081bd4 Remove all checking for the gametype in the game
OK, maybe not actually remove because it is kept for fallback when the
new method isn't available.

The whole gametype parsing business had the same downsides as user agent
parsing on the web, hence I removed it while keeping behavior the same.

This allows servers to explicitly opt in or out of certain bug
workarounds and other client behavior. This increases the complexity of
different configurations that are available in the client (which is a
bad thing).
2019-06-14 00:28:59 +02:00

49 lines
1.1 KiB
C++

/* (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_MAPIMAGES_H
#define GAME_CLIENT_COMPONENTS_MAPIMAGES_H
#include <game/client/component.h>
class CMapImages : public CComponent
{
friend class CBackground;
int m_aTextures[64];
int m_Count;
const char *m_pEntitiesGameType;
public:
CMapImages();
CMapImages(int ImageSize);
int Get(int Index) const { return m_aTextures[Index]; }
int Num() const { return m_Count; }
virtual void OnMapLoad();
virtual void OnInit();
void LoadBackground(class IMap *pMap);
// DDRace
int GetEntities();
int GetOverlayBottom();
int GetOverlayTop();
int GetOverlayCenter();
void SetTextureScale(int Size);
int GetTextureScale();
private:
int m_EntitiesTextures;
int m_OverlayBottomTexture;
int m_OverlayTopTexture;
int m_OverlayCenterTexture;
int m_TextureScale;
void InitOverlayTextures();
int UploadEntityLayerText(int TextureSize, int YOffset);
};
#endif