3#ifndef GAME_CLIENT_COMPONENTS_EFFECTS_H
4#define GAME_CLIENT_COMPONENTS_EFFECTS_H
18 virtual int Sizeof()
const override {
return sizeof(*this); }
Definition: component.h:20
void HammerHit(vec2 Pos, float Alpha=1.0f)
Definition: effects.cpp:370
void PowerupShine(vec2 Pos, vec2 Size, float Alpha=1.0f)
Definition: effects.cpp:56
virtual void OnRender() override
Definition: effects.cpp:388
void SparkleTrail(vec2 Pos, float Alpha=1.0f)
Definition: effects.cpp:106
void Explosion(vec2 Pos, float Alpha=1.0f)
Definition: effects.cpp:303
CEffects()
Definition: effects.cpp:18
void AirJump(vec2 Pos, float Alpha=1.0f)
Definition: effects.cpp:25
bool m_Add5hz
Definition: effects.h:12
void DamageIndicator(vec2 Pos, vec2 Dir, float Alpha=1.0f)
Definition: effects.cpp:51
void SmokeTrail(vec2 Pos, vec2 Vel, float Alpha=1.f, float TimePassed=0.f)
Definition: effects.cpp:126
void SkidTrail(vec2 Pos, vec2 Vel, float Alpha=1.0f)
Definition: effects.cpp:146
bool m_Add100hz
Definition: effects.h:14
virtual int Sizeof() const override
Definition: effects.h:18
void BulletTrail(vec2 Pos, float Alpha=1.f, float TimePassed=0.f)
Definition: effects.cpp:166
void PlayerDeath(vec2 Pos, int ClientId, float Alpha=1.0f)
Definition: effects.cpp:208
void PlayerSpawn(vec2 Pos, float Alpha=1.0f)
Definition: effects.cpp:184
bool m_Add50hz
Definition: effects.h:13
void Confetti(vec2 Pos, float Alpha=1.0f)
Definition: effects.cpp:249
void FreezingFlakes(vec2 Pos, vec2 Size, float Alpha=1.0f)
Definition: effects.cpp:79