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dragger_beam.h
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1/* See "licence DDRace.txt" and the readme.txt in the root of the distribution for more information. */
2#ifndef GAME_SERVER_ENTITIES_DRAGGER_BEAM_H
3#define GAME_SERVER_ENTITIES_DRAGGER_BEAM_H
4
6
7class CDragger;
8class CGameWorld;
9
24class CDraggerBeam : public CEntity
25{
32
33public:
34 CDraggerBeam(CGameWorld *pGameWorld, CDragger *pDragger, vec2 Pos, float Strength, bool IgnoreWalls, int ForClientId, int Layer, int Number);
35
36 void SetPos(vec2 Pos);
37
38 void Reset() override;
39 void Tick() override;
40 void Snap(int SnappingClient) override;
41 void SwapClients(int Client1, int Client2) override;
42 ESaveResult BlocksSave(int ClientId) override;
43};
44
45#endif // GAME_SERVER_ENTITIES_DRAGGER_BEAM_H
Definition: dragger_beam.h:25
CDraggerBeam(CGameWorld *pGameWorld, CDragger *pDragger, vec2 Pos, float Strength, bool IgnoreWalls, int ForClientId, int Layer, int Number)
Definition: dragger_beam.cpp:15
bool m_IgnoreWalls
Definition: dragger_beam.h:28
CDragger * m_pDragger
Definition: dragger_beam.h:26
ESaveResult BlocksSave(int ClientId) override
Definition: dragger_beam.cpp:145
void SwapClients(int Client1, int Client2) override
Definition: dragger_beam.cpp:140
void SetPos(vec2 Pos)
Definition: dragger_beam.cpp:79
void Reset() override
Definition: dragger_beam.cpp:84
bool m_Active
Definition: dragger_beam.h:31
int m_ForClientId
Definition: dragger_beam.h:29
void Tick() override
Definition: dragger_beam.cpp:32
float m_Strength
Definition: dragger_beam.h:27
int m_EvalTick
Definition: dragger_beam.h:30
void Snap(int SnappingClient) override
Definition: dragger_beam.cpp:92
Definition: dragger.h:10
Definition: entity.h:13
Definition: gameworld.h:17
ESaveResult
Definition: save.h:23