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players.h
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1/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
2/* If you are missing that file, acquire a complete release at teeworlds.com. */
3#ifndef GAME_CLIENT_COMPONENTS_PLAYERS_H
4#define GAME_CLIENT_COMPONENTS_PLAYERS_H
6
9
10class CPlayers : public CComponent
11{
12 friend class CGhost;
13
14 void RenderHand6(const CTeeRenderInfo *pInfo, vec2 CenterPos, vec2 Dir, float AngleOffset, vec2 PostRotOffset, float Alpha = 1.0f);
15 void RenderHand7(const CTeeRenderInfo *pInfo, vec2 CenterPos, vec2 Dir, float AngleOffset, vec2 PostRotOffset, float Alpha = 1.0f);
16
17 void RenderHand(const CTeeRenderInfo *pInfo, vec2 CenterPos, vec2 Dir, float AngleOffset, vec2 PostRotOffset, float Alpha = 1.0f);
18 void RenderPlayer(
19 const CNetObj_Character *pPrevChar,
20 const CNetObj_Character *pPlayerChar,
21 const CTeeRenderInfo *pRenderInfo,
22 int ClientId,
23 float Intra = 0.f);
24 void RenderHook(
25 const CNetObj_Character *pPrevChar,
26 const CNetObj_Character *pPlayerChar,
27 const CTeeRenderInfo *pRenderInfo,
28 int ClientId,
29 float Intra = 0.f);
31 const CNetObj_Character *pPrevChar,
32 const CNetObj_Character *pPlayerChar,
33 int ClientId,
34 float Intra = 0.f);
35 bool IsPlayerInfoAvailable(int ClientId) const;
36
39
40 int64_t m_SkidSoundTime = 0;
41
42public:
44 const CNetObj_Character *pPrevChar,
45 const CNetObj_Character *pPlayerChar,
46 int ClientId,
47 float Intra = 0.f);
48
49 virtual int Sizeof() const override { return sizeof(*this); }
50 virtual void OnInit() override;
51 virtual void OnRender() override;
52};
53
54#endif
Definition: component.h:20
Definition: ghost.h:56
Definition: players.h:11
int m_WeaponEmoteQuadContainerIndex
Definition: players.h:37
void RenderHookCollLine(const CNetObj_Character *pPrevChar, const CNetObj_Character *pPlayerChar, int ClientId, float Intra=0.f)
Definition: players.cpp:168
virtual void OnInit() override
Definition: players.cpp:936
bool IsPlayerInfoAvailable(int ClientId) const
Definition: players.cpp:816
void RenderPlayer(const CNetObj_Character *pPrevChar, const CNetObj_Character *pPlayerChar, const CTeeRenderInfo *pRenderInfo, int ClientId, float Intra=0.f)
Definition: players.cpp:409
int64_t m_SkidSoundTime
Definition: players.h:40
virtual int Sizeof() const override
Definition: players.h:49
void RenderHand6(const CTeeRenderInfo *pInfo, vec2 CenterPos, vec2 Dir, float AngleOffset, vec2 PostRotOffset, float Alpha=1.0f)
Definition: players.cpp:78
void RenderHook(const CNetObj_Character *pPrevChar, const CNetObj_Character *pPlayerChar, const CTeeRenderInfo *pRenderInfo, int ClientId, float Intra=0.f)
Definition: players.cpp:327
virtual void OnRender() override
Definition: players.cpp:823
void RenderHand7(const CTeeRenderInfo *pInfo, vec2 CenterPos, vec2 Dir, float AngleOffset, vec2 PostRotOffset, float Alpha=1.0f)
Definition: players.cpp:38
void RenderHand(const CTeeRenderInfo *pInfo, vec2 CenterPos, vec2 Dir, float AngleOffset, vec2 PostRotOffset, float Alpha=1.0f)
Definition: players.cpp:30
float GetPlayerTargetAngle(const CNetObj_Character *pPrevChar, const CNetObj_Character *pPlayerChar, int ClientId, float Intra=0.f)
Definition: players.cpp:121
int m_aWeaponSpriteMuzzleQuadContainerIndex[NUM_WEAPONS]
Definition: players.h:38
Definition: render.h:34
@ NUM_WEAPONS
Definition: protocol.h:1257
Definition: protocol.h:455