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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
#ifndef GAME_CLIENT_COMPONENTS_EFFECTS_H
#define GAME_CLIENT_COMPONENTS_EFFECTS_H
#include <game/client/component.h>
class CEffects : public CComponent
{
bool m_Add50hz;
bool m_Add100hz;
public:
CEffects();
virtual void OnRender();
void BulletTrail(vec2 Pos);
void SmokeTrail(vec2 Pos, vec2 Vel);
void SkidTrail(vec2 Pos, vec2 Vel);
void Explosion(vec2 Pos);
void HammerHit(vec2 Pos);
void AirJump(vec2 Pos);
void DamageIndicator(vec2 Pos, vec2 Dir);
void PlayerSpawn(vec2 Pos);
void PlayerDeath(vec2 Pos, int ClientID);
void PowerupShine(vec2 Pos, vec2 Size);
void Update();
};
#endif
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