3#ifndef GAME_SERVER_ENTITIES_GUN_H
4#define GAME_SERVER_ENTITIES_GUN_H
34 CGun(
CGameWorld *pGameWorld,
vec2 Pos,
bool Freeze,
bool Explosive,
int Layer = 0,
int Number = 0);
36 void Reset()
override;
38 void Snap(
int SnappingClient)
override;
friend CGameWorld
Definition entity.h:17
CEntity(CGameWorld *pGameWorld, int Objtype, vec2 Pos=vec2(0, 0), int ProximityRadius=0)
Definition entity.cpp:11
void Reset() override
Definition gun.cpp:134
int m_aLastFireTeam[MAX_CLIENTS]
Definition gun.h:28
CGun(CGameWorld *pGameWorld, vec2 Pos, bool Freeze, bool Explosive, int Layer=0, int Number=0)
Definition gun.cpp:17
vec2 m_Core
Definition gun.h:24
void Fire()
Definition gun.cpp:47
void Tick() override
Definition gun.cpp:33
void Snap(int SnappingClient) override
Definition gun.cpp:139
int m_aLastFireSolo[MAX_CLIENTS]
Definition gun.h:29
bool m_Freeze
Definition gun.h:25
bool m_Explosive
Definition gun.h:26
int m_EvalTick
Definition gun.h:27
@ MAX_CLIENTS
Definition protocol.h:89
vector2_base< float > vec2
Definition vmath.h:161