3#ifndef GAME_CLIENT_COMPONENTS_ITEMS_H
4#define GAME_CLIENT_COMPONENTS_ITEMS_H
26 int Sizeof()
const override {
return sizeof(*this); }
Definition component.h:165
int m_aParticleSplatOffset[3]
Definition items.h:42
void OnRender() override
Definition items.cpp:466
void RenderFlag(const CNetObj_Flag *pPrev, const CNetObj_Flag *pCurrent, const CNetObj_GameData *pPrevGameData, const CNetObj_GameData *pCurGameData)
Definition items.cpp:239
int m_FreezeHeadOffset
Definition items.h:45
int Sizeof() const override
Definition items.h:26
int m_aProjectileOffset[NUM_WEAPONS]
Definition items.h:41
void OnInit() override
Definition items.cpp:634
int m_ItemsQuadContainerIndex
Definition items.h:23
int m_aPickupWeaponArmorOffset[4]
Definition items.h:40
int m_PulleyHeadOffset
Definition items.h:44
void ReconstructSmokeTrail(const CProjectileData *pCurrent, int DestroyTick)
Definition items.cpp:697
int m_PickupHealthOffset
Definition items.h:36
int m_aPickupWeaponOffset[NUM_WEAPONS]
Definition items.h:38
int m_PickupNinjaOffset
Definition items.h:39
void RenderLaser(const CLaserData *pCurrent, bool IsPredicted=false)
Definition items.cpp:273
void RenderPickup(const CNetObj_Pickup *pPrev, const CNetObj_Pickup *pCurrent, bool IsPredicted, int Flags)
Definition items.cpp:139
void RenderProjectile(const CProjectileData *pCurrent, int ItemId)
Definition items.cpp:22
int m_PickupArmorOffset
Definition items.h:37
int m_DoorHeadOffset
Definition items.h:43
int m_BlueFlagOffset
Definition items.h:34
int m_RedFlagOffset
Definition items.h:35
void RenderFlags()
Definition items.cpp:230
Definition laser_data.h:13
Definition projectile_data.h:14
@ NUM_WEAPONS
Definition protocol.h:1586
Definition protocol.h:468
Definition protocol.h:489
Definition protocol.h:459
vector2_base< float > vec2
Definition vmath.h:161