#ifndef KILLER_VICTIM_VELOCITY_ANGLE_INCLUDED
#define KILLER_VICTIM_VELOCITY_ANGLE_INCLUDED

#include "player_state_param.h"
#include "accumulative_states.h"

namespace award_system
{

class killer_victim_angle : public player_state_param
{
	typedef player_state_param inherited;
public:
				killer_victim_angle					(game_state_accumulator* owner);
	virtual		~killer_victim_angle				() {};

	virtual void		update						() {};
	virtual	u32 const	get_u32_param				();
	virtual float const get_float_param				() { return m_killer_victim_angle_cos; };
	virtual void		reset_game					();
	virtual void		OnPlayerKilled				(u16 killer_id, u16 target_id, u16 weapon_id, std::pair<KILL_TYPE, SPECIAL_KILL_TYPE> kill_type);
protected:
	float				m_killer_victim_angle_cos;
};//class killer_victim_angle

ADD_ACCUMULATIVE_STATE(acpv_killer_victim_angle, killer_victim_angle);
#undef ACCUMULATIVE_STATE_LIST
#define ACCUMULATIVE_STATE_LIST SAVE_TYPE_LIST(acpv_killer_victim_angle, killer_victim_angle)

} //namespace award_system

#endif //#ifndef KILLER_VICTIM_VELOCITY_ANGLE_INCLUDED