3#ifndef GAME_CLIENT_COMPONENTS_EFFECTS_H
4#define GAME_CLIENT_COMPONENTS_EFFECTS_H
26 int Sizeof()
const override {
return sizeof(*this); }
Definition component.h:165
void PlayerDeath(vec2 Pos, int ClientId, float Alpha)
Definition effects.cpp:216
void SkidTrail(vec2 Pos, vec2 Vel, int Direction, float Alpha, float Volume)
Definition effects.cpp:145
void OnRender() override
Definition effects.cpp:410
void FreezingFlakes(vec2 Pos, vec2 Size, float Alpha)
Definition effects.cpp:78
CEffects()
Definition effects.cpp:17
bool m_Add5hz
Definition effects.h:13
void DamageIndicator(vec2 Pos, vec2 Dir, float Alpha)
Definition effects.cpp:50
int64_t m_LastUpdate5hz
Definition effects.h:14
void PlayerSpawn(vec2 Pos, float Alpha, float Volume)
Definition effects.cpp:192
int64_t m_SkidSoundTimer
Definition effects.h:22
bool m_Add100hz
Definition effects.h:19
int Sizeof() const override
Definition effects.h:26
void BulletTrail(vec2 Pos, float Alpha, float TimePassed)
Definition effects.cpp:174
void HammerHit(vec2 Pos, float Alpha, float Volume)
Definition effects.cpp:392
void PowerupShine(vec2 Pos, vec2 Size, float Alpha)
Definition effects.cpp:55
int64_t m_LastUpdate100hz
Definition effects.h:20
void SparkleTrail(vec2 Pos, float Alpha)
Definition effects.cpp:105
void Explosion(vec2 Pos, float Alpha)
Definition effects.cpp:326
void AirJump(vec2 Pos, float Alpha, float Volume)
Definition effects.cpp:24
void SmokeTrail(vec2 Pos, vec2 Vel, float Alpha, float TimePassed)
Definition effects.cpp:125
bool m_Add50hz
Definition effects.h:16
int64_t m_LastUpdate50hz
Definition effects.h:17
void Confetti(vec2 Pos, float Alpha)
Definition effects.cpp:272
Direction
Definition nameplates.cpp:213
vector2_base< float > vec2
Definition vmath.h:161