9#include <entt/entt.hpp>
10#include <glm/vec3.hpp>
44static_assert(std::is_trivially_copyable_v<NetParticleEvent>);
Powerup spawner information.
PowerupType
Definition PowerupSpawner.hpp:10
@ Damage
Definition PowerupSpawner.hpp:11
Projectile component and weapon/surface type enumerations.
ParticleEffectType
Type of particle effect to spawn on the client.
Definition ShotEvent.hpp:14
@ Impact
pos1=position, pos2=normal, surfaceType, weaponType
Definition ShotEvent.hpp:17
@ BulletTracer
pos1=origin, pos2=direction, param=distance
Definition ShotEvent.hpp:15
@ PowerupPickup
pos1=pickup position, source=player that collected it, powerupType.
Definition ShotEvent.hpp:21
@ Smoke
pos1=position, param=radius
Definition ShotEvent.hpp:19
@ Fire
Persistent flame billboards from a FireField. pos1=position, param=radius.
Definition ShotEvent.hpp:20
SurfaceType
Surface material hit by a projectile / hitscan / contact.
Definition SurfaceType.hpp:28
@ Concrete
Definition SurfaceType.hpp:30
WeaponType
Weapon type — determines tracer style, damage, sound, and impact effects.
Definition WeaponState.hpp:12
@ Rifle
Fast hitscan/projectile (R301-style capsule tracer).
Definition WeaponState.hpp:13
Pending explosion to process this tick.
Definition Explosion.hpp:13
Hitscan energy beam (main glowing quad).
Definition ParticleTypes.hpp:55
Wire-format particle event broadcast from server to all clients.
Definition ShotEvent.hpp:29
entt::entity target
Entity that was hit (for damage accumulation).
Definition ShotEvent.hpp:42
float damage
Damage dealt by this impact (for floating damage numbers).
Definition ShotEvent.hpp:41
glm::vec3 pos2
Direction / hitPos / normal.
Definition ShotEvent.hpp:39
float param
Distance / radius.
Definition ShotEvent.hpp:40
uint8_t shieldBreak
1 if this shot depleted the target's armor to zero.
Definition ShotEvent.hpp:35
PowerupType powerupType
Used by PowerupPickup.
Definition ShotEvent.hpp:37
uint8_t hadArmor
1 if target had armor at the moment of impact.
Definition ShotEvent.hpp:36
glm::vec3 pos1
Origin / position.
Definition ShotEvent.hpp:38
entt::entity source
Entity that caused this (for skip-self logic).
Definition ShotEvent.hpp:30
ParticleEffectType effectType
Definition ShotEvent.hpp:31
uint8_t headshot
1 if the impact hit the head region (for client hitmarker colour).
Definition ShotEvent.hpp:34
WeaponType weaponType
Definition ShotEvent.hpp:32
SurfaceType surfaceType
Definition ShotEvent.hpp:33