1 | /* See "licence DDRace.txt" and the readme.txt in the root of the distribution for more information. */ |
2 | #ifndef GAME_SERVER_ENTITIES_DRAGGER_BEAM_H |
3 | #define GAME_SERVER_ENTITIES_DRAGGER_BEAM_H |
4 | |
5 | #include <game/server/entity.h> |
6 | |
7 | class CDragger; |
8 | class CGameWorld; |
9 | |
10 | /** |
11 | * Dragger beams pull a selected player towards their center |
12 | * |
13 | * Dragger beams are generated by a particular dragger for the player closest to it and for whom certain criteria are |
14 | * met. Dragger beams exist until these criteria are no longer met. Dragger beams dissolve and automatically |
15 | * de-register from their dragger source as soon as the player for whom they were created: |
16 | * - is no longer alive |
17 | * - is no longer in range (sv_dragger_range) |
18 | * - can no longer be dragged because the beam is intercepted by a laser stopper (or if !IgnoreWalls by solid blocks) |
19 | * |
20 | * Dragger beams accelerate the selected player every tick towards their center. The length of the speed vector, which |
21 | * is added to that of the player, depends only on the strength of the dragger and is between 1 and 3 units long. If |
22 | * the player is in the center of the dragger, it will not accelerate. |
23 | */ |
24 | class CDraggerBeam : public CEntity |
25 | { |
26 | CDragger *m_pDragger; |
27 | float m_Strength; |
28 | bool m_IgnoreWalls; |
29 | int m_ForClientId; |
30 | int m_EvalTick; |
31 | bool m_Active; |
32 | |
33 | public: |
34 | CDraggerBeam(CGameWorld *pGameWorld, CDragger *pDragger, vec2 Pos, float Strength, bool IgnoreWalls, int ForClientId, int Layer, int Number); |
35 | |
36 | void SetPos(vec2 Pos); |
37 | |
38 | void Reset() override; |
39 | void Tick() override; |
40 | void Snap(int SnappingClient) override; |
41 | void SwapClients(int Client1, int Client2) override; |
42 | }; |
43 | |
44 | #endif // GAME_SERVER_ENTITIES_DRAGGER_BEAM_H |
45 | |