ddnet/src/game/server/entities/projectile.h
GreYFoX 0df6d0541f Merge branch 'master' of git://github.com/oy/teeworlds into HEAD
Conflicts:
	bam.lua
	src/engine/console.h
	src/engine/server.h
	src/engine/server/server.cpp
	src/engine/shared/config.h
	src/engine/shared/config_variables.h
	src/engine/shared/console.cpp
	src/engine/shared/console.h
	src/game/client/components/binds.cpp
	src/game/client/components/chat.h
	src/game/client/components/console.cpp
	src/game/client/components/console.h
	src/game/client/components/controls.cpp
	src/game/client/components/emoticon.h
	src/game/client/components/maplayers.cpp
	src/game/client/components/menus.h
	src/game/client/components/scoreboard.h
	src/game/client/components/spectator.h
	src/game/client/components/voting.h
	src/game/client/gameclient.cpp
	src/game/client/gameclient.h
	src/game/client/render.h
	src/game/collision.cpp
	src/game/editor/ed_layer_tiles.cpp
	src/game/gamecore.cpp
	src/game/gamecore.h
	src/game/layers.cpp
	src/game/layers.h
	src/game/mapitems.h
	src/game/server/entities/character.cpp
	src/game/server/entities/laser.cpp
	src/game/server/entities/laser.h
	src/game/server/entities/pickup.cpp
	src/game/server/entities/pickup.h
	src/game/server/entities/projectile.cpp
	src/game/server/gamecontext.cpp
	src/game/server/gamecontroller.cpp
	src/game/server/gamecontroller.h
	src/game/server/gameworld.cpp
	src/game/server/gameworld.h
	src/game/server/player.cpp
	src/game/variables.h
2011-04-14 01:27:49 +02:00

57 lines
994 B
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_SERVER_ENTITIES_PROJECTILE_H
#define GAME_SERVER_ENTITIES_PROJECTILE_H
class CProjectile : public CEntity
{
public:
CProjectile
(
CGameWorld *pGameWorld,
int Type,
int Owner,
vec2 Pos,
vec2 Dir,
int Span,
bool Freeeze,
bool Explosive,
float Force,
int SoundImpact,
int Weapon,
int Layer = 0,
int Number = 0
);
vec2 GetPos(float Time);
void FillInfo(CNetObj_Projectile *pProj);
virtual void Reset();
virtual void Tick();
virtual void Snap(int SnappingClient);
private:
vec2 m_Direction;
int m_LifeSpan;
int m_Owner;
int m_Type;
//int m_Damage;
int m_SoundImpact;
int m_Weapon;
float m_Force;
int m_StartTick;
bool m_Explosive;
// DDRace
int m_Bouncing;
bool m_Freeze;
bool m_Collised;
public:
void SetBouncing(int Value);
};
#endif