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a69dc599a9
Fix pointer and pointer array variable naming Huge renaming to match our rules Used regex: (?!(return|delete)\b)\b\w+ (m_|ms_|g_|gs_|s_)[^a]\w+\[ (?!(return|delete)\b)\b\w+ (?!(m_|ms_|g_|gs_|s_))[^a]\w+\[ Further format static variables Format almost all pointer names accordingly Used regex: (?!(return)\b)\b\w+ \*(?!(m_p|p|s_p|m_ap|s_ap|g_p|g_ap|ap|gs_ap|ms_ap|gs_p|ms_p))\w+\b[^:\(p] clang-format Fix CI fail Fix misnamed non pointer as pointer and non array as array Used regex: (?!(return|delete)\b)\b\w+ (m_|ms_|g_|gs_|s_)p\w+\b (?!return\b)\b\w+ (ms_|m_|g_|gs_|s_)a\w+\b[^\[] clang-format Revert to SCREAMING_SNAKE_CASE and reinstate dead code
46 lines
1.8 KiB
C++
46 lines
1.8 KiB
C++
/* (c) Shereef Marzouk. 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_H
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#define GAME_SERVER_ENTITIES_DRAGGER_H
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#include <game/server/entity.h>
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class CDraggerBeam;
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/**
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* Draggers generate dragger beams which pull players towards their center similar to a tractor beam
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*
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* A dragger will only generate one dragger beam per team for the closest player for whom the following criteria are met:
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* - The player is within the dragger range (sv_dragger_range).
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* - The player is not a super player
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* - The dragger is activated
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* - The dragger beam to be generated is not blocked by laser stoppers (or solid blocks if IgnoreWalls is set to false)
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* With the exception of solo players, for whom a dragger beam is always generated, regardless of the rest of the team,
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* if the above criteria are met. Solo players have no influence on the generation of the dragger beam for the rest
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* of the team.
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* A created dragger beam remains for the selected player until one of the criteria is no longer fulfilled. Only then
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* can a new dragger beam be created for that team, which may drag another team partner.
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*/
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class CDragger : public CEntity
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{
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// m_Core is the direction vector by which a dragger is shifted at each movement tick (every 150ms)
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vec2 m_Core;
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float m_Strength;
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bool m_IgnoreWalls;
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int m_EvalTick;
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int m_aTargetIdInTeam[MAX_CLIENTS];
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CDraggerBeam *m_apDraggerBeam[MAX_CLIENTS];
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void LookForPlayersToDrag();
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public:
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CDragger(CGameWorld *pGameWorld, vec2 Pos, float Strength, bool IgnoreWalls, int Layer = 0, int Number = 0);
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void RemoveDraggerBeam(int ClientID);
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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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};
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#endif // GAME_SERVER_ENTITIES_DRAGGER_H
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