2#ifndef GAME_SERVER_ENTITIES_DRAGGER_BEAM_H
3#define GAME_SERVER_ENTITIES_DRAGGER_BEAM_H
38 void Reset()
override;
40 void Snap(
int SnappingClient)
override;
41 void SwapClients(
int Client1,
int Client2)
override;
CDraggerBeam(CGameWorld *pGameWorld, CDragger *pDragger, vec2 Pos, float Strength, bool IgnoreWalls, int ForClientId, int Layer, int Number)
Definition dragger_beam.cpp:16
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:146
void SwapClients(int Client1, int Client2) override
Definition dragger_beam.cpp:141
void SetPos(vec2 Pos)
Definition dragger_beam.cpp:80
void Reset() override
Definition dragger_beam.cpp:85
bool m_Active
Definition dragger_beam.h:31
int m_ForClientId
Definition dragger_beam.h:29
void Tick() override
Definition dragger_beam.cpp:33
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:93
friend CGameWorld
Definition entity.h:17
CEntity(CGameWorld *pGameWorld, int Objtype, vec2 Pos=vec2(0, 0), int ProximityRadius=0)
Definition entity.cpp:11
Definition gameworld.h:18
ESaveResult
Definition save.h:28
vector2_base< float > vec2
Definition vmath.h:161