/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */ #ifndef GAME_SERVER_ENTITY_LASER_H #define GAME_SERVER_ENTITY_LASER_H #include class CHARACTER; class LASER : public ENTITY { vec2 from; vec2 dir; float energy; int bounces; int eval_tick; CHARACTER *owner; bool hit_character(vec2 from, vec2 to); void do_bounce(); public: LASER(vec2 pos, vec2 direction, float start_energy, CHARACTER *owner); virtual void reset(); virtual void tick(); virtual void snap(int snapping_client); }; #endif