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gun.h
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/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
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#ifndef GAME_SERVER_ENTITIES_GUN_H
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#define GAME_SERVER_ENTITIES_GUN_H
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#include <
game/server/entity.h
>
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class
CGun
:
public
CEntity
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{
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vec2
m_Core
;
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bool
m_Freeze
;
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bool
m_Explosive
;
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int
m_EvalTick
;
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int
m_aLastFireTeam
[
MAX_CLIENTS
];
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int
m_aLastFireSolo
[
MAX_CLIENTS
];
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void
Fire
();
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public
:
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CGun
(
CGameWorld
*pGameWorld,
vec2
Pos,
bool
Freeze,
bool
Explosive,
int
Layer = 0,
int
Number = 0);
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void
Reset
()
override
;
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void
Tick
()
override
;
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void
Snap
(
int
SnappingClient)
override
;
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};
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#endif
// GAME_SERVER_ENTITIES_GUN_H
CEntity
Definition:
entity.h:13
CGameWorld
Definition:
gameworld.h:17
CGun
Definition:
gun.h:23
CGun::Reset
void Reset() override
Definition:
gun.cpp:141
CGun::m_aLastFireTeam
int m_aLastFireTeam[MAX_CLIENTS]
Definition:
gun.h:28
CGun::CGun
CGun(CGameWorld *pGameWorld, vec2 Pos, bool Freeze, bool Explosive, int Layer=0, int Number=0)
Definition:
gun.cpp:16
CGun::m_Core
vec2 m_Core
Definition:
gun.h:24
CGun::Fire
void Fire()
Definition:
gun.cpp:51
CGun::Tick
void Tick() override
Definition:
gun.cpp:32
CGun::Snap
void Snap(int SnappingClient) override
Definition:
gun.cpp:146
CGun::m_aLastFireSolo
int m_aLastFireSolo[MAX_CLIENTS]
Definition:
gun.h:29
CGun::m_Freeze
bool m_Freeze
Definition:
gun.h:25
CGun::m_Explosive
bool m_Explosive
Definition:
gun.h:26
CGun::m_EvalTick
int m_EvalTick
Definition:
gun.h:27
vector2_base< float >
MAX_CLIENTS
@ MAX_CLIENTS
Definition:
protocol.h:88
entity.h
src
game
server
entities
gun.h
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