ddnet/src/game/server/entities/projectile.h
GreYFoXGTi 5d9ee1736e made the code so it would have less conflicts in the future and Merged branch 'master' of http://github.com/oy/teeworlds
Conflicts:
	data/languages/dutch.txt
	data/languages/french.txt
	data/languages/german.txt
	data/languages/russian.txt
	src/game/server/entities/flag.cpp
	src/game/server/entities/flag.h
	src/game/server/gamecontext.cpp
	src/game/server/gamemodes/ctf.cpp
	src/game/server/gamemodes/ctf.h
	src/game/server/gamemodes/dm.cpp
	src/game/server/gamemodes/dm.h
	src/game/server/gamemodes/mod.cpp
	src/game/server/gamemodes/tdm.cpp
	src/game/server/gamemodes/tdm.h
2010-11-22 00:26:00 +02:00

51 lines
972 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);
void SetBouncing(int Value);
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;
int m_Bouncing;
bool m_Freeze;
bool m_Collised;
};
#endif