3#ifndef GAME_CLIENT_PREDICTION_ENTITIES_PROJECTILE_H
4#define GAME_CLIENT_PREDICTION_ENTITIES_PROJECTILE_H
const vec2 & GetPos() const
Definition entity.h:41
CEntity(CGameWorld *pGameWorld, int Objtype, vec2 Pos=vec2(0, 0), int ProximityRadius=0)
Definition entity.cpp:11
Definition gameworld.h:18
Definition projectile_data.h:14
bool m_Freeze
Definition projectile.h:55
const int & GetStartTick() const
Definition projectile.h:39
int m_Bouncing
Definition projectile.h:54
bool Match(CProjectile *pProj)
Definition projectile.cpp:217
vec2 m_Direction
Definition projectile.h:43
void Tick() override
Definition projectile.cpp:74
int m_SoundImpact
Definition projectile.h:47
int m_Owner
Definition projectile.h:45
float m_Force
Definition projectile.h:48
CProjectile(CGameWorld *pGameWorld, int Type, int Owner, vec2 Pos, vec2 Dir, int Span, bool Freeze, bool Explosive, int SoundImpact, int Layer=0, int Number=0)
Definition projectile.cpp:15
int m_TuneZone
Definition projectile.h:56
void SetBouncing(int Value)
Definition projectile.cpp:155
const vec2 & GetDirection() const
Definition projectile.h:37
CProjectileData GetData() const
Definition projectile.cpp:200
bool m_Explosive
Definition projectile.h:50
int m_StartTick
Definition projectile.h:49
int m_LifeSpan
Definition projectile.h:44
int m_Type
Definition projectile.h:46
friend class CGameWorld
Definition projectile.h:12
friend class CItems
Definition projectile.h:13
const int & GetOwner() const
Definition projectile.h:38
vector2_base< float > vec2
Definition vmath.h:161