3#ifndef GAME_CLIENT_PREDICTION_ENTITIES_LASER_H
4#define GAME_CLIENT_PREDICTION_ENTITIES_LASER_H
CEntity(CGameWorld *pGameWorld, int Objtype, vec2 Pos=vec2(0, 0), int ProximityRadius=0)
Definition entity.cpp:11
Definition gameworld.h:18
Definition laser_data.h:13
int m_Bounces
Definition laser.h:34
void Tick() override
Definition laser.cpp:164
const vec2 & GetFrom() const
Definition laser.h:19
const int & GetEvalTick() const
Definition laser.h:21
void DoBounce()
Definition laser.cpp:91
vec2 m_PrevPos
Definition laser.h:41
CLaserData GetData() const
Definition laser.cpp:214
bool HitCharacter(vec2 From, vec2 To)
Definition laser.cpp:33
CLaser(CGameWorld *pGameWorld, vec2 Pos, vec2 Direction, float StartEnergy, int Owner, int Type)
Definition laser.cpp:15
int m_Type
Definition laser.h:42
bool m_ZeroEnergyBounceInLastTick
Definition laser.h:37
const int & GetOwner() const
Definition laser.h:20
float m_Energy
Definition laser.h:33
int m_TuneZone
Definition laser.h:43
vec2 m_From
Definition laser.h:31
bool Match(CLaser *pLaser)
Definition laser.cpp:202
friend class CGameWorld
Definition laser.h:12
int m_Owner
Definition laser.h:36
vec2 m_Dir
Definition laser.h:32
int m_EvalTick
Definition laser.h:35
Direction
Definition nameplates.cpp:213
vector2_base< float > vec2
Definition vmath.h:161