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_LASER_DATA_H
4#define GAME_CLIENT_LASER_DATA_H
5
6#include <base/vmath.h>
7
8struct CNetObj_Laser;
9struct CNetObj_DDNetLaser;
10struct CNetObj_EntityEx;
11
12class CLaserData
13{
14public:
15 vec2 m_From;
16 vec2 m_To;
17 int m_StartTick;
18 bool m_ExtraInfo;
19 // The rest is only set if m_ExtraInfo is true.
20 int m_Owner;
21 int m_Type;
22 int m_SwitchNumber;
23 int m_Subtype;
24 bool m_Predict;
25 // TuneZone is introduced locally
26 int m_TuneZone;
27};
28
29CLaserData ExtractLaserInfo(int NetObjType, const void *pData, class CGameWorld *pGameWorld, const CNetObj_EntityEx *pEntEx);
30CLaserData ExtractLaserInfoDDNet(const CNetObj_DDNetLaser *pLaser, class CGameWorld *pGameWorld);
31
32#endif // GAME_CLIENT_LASER_DATA_H
33