#include <effects.h>
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| CEffects () |
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virtual int | Sizeof () const override |
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virtual void | OnRender () override |
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void | BulletTrail (vec2 Pos, float Alpha=1.f, float TimePassed=0.f) |
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void | SmokeTrail (vec2 Pos, vec2 Vel, float Alpha=1.f, float TimePassed=0.f) |
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void | SkidTrail (vec2 Pos, vec2 Vel, float Alpha=1.0f) |
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void | Explosion (vec2 Pos, float Alpha=1.0f) |
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void | HammerHit (vec2 Pos, float Alpha=1.0f) |
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void | AirJump (vec2 Pos, float Alpha=1.0f) |
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void | DamageIndicator (vec2 Pos, vec2 Dir, float Alpha=1.0f) |
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void | PlayerSpawn (vec2 Pos, float Alpha=1.0f) |
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void | PlayerDeath (vec2 Pos, int ClientId, float Alpha=1.0f) |
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void | PowerupShine (vec2 Pos, vec2 Size, float Alpha=1.0f) |
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void | FreezingFlakes (vec2 Pos, vec2 Size, float Alpha=1.0f) |
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void | SparkleTrail (vec2 Pos, float Alpha=1.0f) |
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void | Confetti (vec2 Pos, float Alpha=1.0f) |
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void | Update () |
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virtual | ~CComponent () |
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virtual int | Sizeof () const =0 |
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class CGameClient * | GameClient () const |
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class IClient * | Client () const |
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virtual void | OnStateChange (int NewState, int OldState) |
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virtual void | OnConsoleInit () |
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virtual void | OnInit () |
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virtual void | OnShutdown () |
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virtual void | OnReset () |
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virtual void | OnWindowResize () |
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virtual void | OnRefreshSkins () |
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virtual void | OnRender () |
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virtual void | OnNewSnapshot () |
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virtual void | OnRelease () |
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virtual void | OnMapLoad () |
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virtual void | OnMessage (int Msg, void *pRawMsg) |
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virtual bool | OnCursorMove (float x, float y, IInput::ECursorType CursorType) |
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virtual bool | OnInput (const IInput::CEvent &Event) |
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◆ CEffects()
◆ AirJump()
void CEffects::AirJump |
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vec2 |
Pos, |
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float |
Alpha = 1.0f |
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) |
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◆ BulletTrail()
void CEffects::BulletTrail |
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vec2 |
Pos, |
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float |
Alpha = 1.f , |
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float |
TimePassed = 0.f |
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) |
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◆ Confetti()
void CEffects::Confetti |
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vec2 |
Pos, |
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float |
Alpha = 1.0f |
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) |
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◆ DamageIndicator()
void CEffects::DamageIndicator |
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vec2 |
Pos, |
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vec2 |
Dir, |
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float |
Alpha = 1.0f |
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) |
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◆ Explosion()
void CEffects::Explosion |
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vec2 |
Pos, |
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float |
Alpha = 1.0f |
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) |
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◆ FreezingFlakes()
void CEffects::FreezingFlakes |
( |
vec2 |
Pos, |
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vec2 |
Size, |
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float |
Alpha = 1.0f |
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) |
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◆ HammerHit()
void CEffects::HammerHit |
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vec2 |
Pos, |
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float |
Alpha = 1.0f |
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) |
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◆ OnRender()
void CEffects::OnRender |
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overridevirtual |
Called when the component should get rendered.
The render order depends on the component insertion order.
Reimplemented from CComponent.
◆ PlayerDeath()
void CEffects::PlayerDeath |
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vec2 |
Pos, |
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int |
ClientId, |
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float |
Alpha = 1.0f |
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) |
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◆ PlayerSpawn()
void CEffects::PlayerSpawn |
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vec2 |
Pos, |
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float |
Alpha = 1.0f |
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) |
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◆ PowerupShine()
void CEffects::PowerupShine |
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vec2 |
Pos, |
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vec2 |
Size, |
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float |
Alpha = 1.0f |
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) |
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◆ Sizeof()
virtual int CEffects::Sizeof |
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const |
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inlineoverridevirtual |
Gets the size of the non-abstract component.
Implements CComponent.
◆ SkidTrail()
void CEffects::SkidTrail |
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vec2 |
Pos, |
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vec2 |
Vel, |
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float |
Alpha = 1.0f |
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) |
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◆ SmokeTrail()
void CEffects::SmokeTrail |
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vec2 |
Pos, |
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vec2 |
Vel, |
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float |
Alpha = 1.f , |
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float |
TimePassed = 0.f |
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) |
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◆ SparkleTrail()
void CEffects::SparkleTrail |
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vec2 |
Pos, |
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float |
Alpha = 1.0f |
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) |
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◆ Update()
void CEffects::Update |
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◆ m_Add100hz
bool CEffects::m_Add100hz |
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private |
◆ m_Add50hz
◆ m_Add5hz
The documentation for this class was generated from the following files: