📄 effectshutdown.h
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//////////////////////////////////////////////////////////////////////////////// Filename : EffectShutDown.h// Written by : Reiot// Description ://////////////////////////////////////////////////////////////////////////////#ifndef __EFFECT_SHUT_DOWN_H__#define __EFFECT_SHUT_DOWN_H__#include "Effect.h"//////////////////////////////////////////////////////////////////////////////// class EffectShutDown;//////////////////////////////////////////////////////////////////////////////class Corpse;class EffectShutDown : public Effect {public: EffectShutDown() throw(Error); EffectShutDown(Zone* pZone, ZoneCoord_t x, ZoneCoord_t y, Corpse* pCorpse, Turn_t delay) throw(Error); virtual ~EffectShutDown() throw(Error);public: virtual EffectClass getEffectClass() const throw() { return EFFECT_CLASS_SHUT_DOWN; } // OBJECT_PRIORITY_NONE 扼绰 舵篮, 鸥老俊 甸绢啊辑绰 救等促绰 舵捞促. virtual ObjectPriority getObjectPriority() const throw() { return OBJECT_PRIORITY_NONE; } virtual void affect() throw(Error); virtual void affect(Creature* pCreature) throw(Error); virtual void affect(Zone* pZone, ZoneCoord_t x, ZoneCoord_t y, Object* pTarget) throw(Error); virtual void unaffect() throw(Error); virtual void unaffect(Creature* pCreature) throw(Error); virtual void unaffect(Zone* pZone, ZoneCoord_t x, ZoneCoord_t y, Object* pTarget) throw(Error); void unaffect(Item* pItem) throw(Error) {} void create(const string & ownerID) throw(Error) {} void save(const string & ownerID) throw(Error) {} void destroy(const string & ownerID) throw(Error) {} virtual string toString() const throw();public: void setDelay(Turn_t delay) throw() { m_Delay = delay; } Turn_t getDelay() const throw() { return m_Delay; } private: Turn_t m_Delay;};#endif
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