3#ifndef GAME_CLIENT_PREDICTION_ENTITIES_PROJECTILE_H
4#define GAME_CLIENT_PREDICTION_ENTITIES_PROJECTILE_H
const vec2 & GetPos() const
Definition: entity.h:41
Definition: gameworld.h:17
Definition: projectile_data.h:14
Definition: projectile.h:11
bool m_Freeze
Definition: projectile.h:55
int m_Bouncing
Definition: projectile.h:54
bool Match(CProjectile *pProj)
Definition: projectile.cpp:215
vec2 m_Direction
Definition: projectile.h:43
void Tick() override
Definition: projectile.cpp:72
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:13
const vec2 & GetDirection()
Definition: projectile.h:37
const int & GetStartTick()
Definition: projectile.h:39
int m_TuneZone
Definition: projectile.h:56
void SetBouncing(int Value)
Definition: projectile.cpp:153
CProjectileData GetData() const
Definition: projectile.cpp:198
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
const int & GetOwner()
Definition: projectile.h:38