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📄 effectobservingeye.h

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//////////////////////////////////////////////////////////////////////////////// Filename    : EffectObservingEye.h// Written by  : // Description : //////////////////////////////////////////////////////////////////////////////#ifndef __EFFECT_OBSERVING_EYE__#define __EFFECT_OBSERVING_EYE__#include "Effect.h"//////////////////////////////////////////////////////////////////////////////// class EffectObservingEye//////////////////////////////////////////////////////////////////////////////class EffectObservingEye : public Effect {public:	EffectObservingEye(Creature* pCreature) throw(Error);public:    EffectClass getEffectClass() const throw() { return EFFECT_CLASS_OBSERVING_EYE; }	void affect() throw(Error) {}	void affect(Creature* pCreature) throw(Error);	void affect(Zone* pZone, ZoneCoord_t x, ZoneCoord_t y, Object* pObject) throw(Error);	void unaffect(Creature* pCreature) throw(Error);	void unaffect(Zone* pZone, ZoneCoord_t x, ZoneCoord_t y, Object* pObject) throw(Error);	void unaffect() throw(Error); 	void unaffect(Item* pItem) throw(Error) {}	bool canSeeInvisibility( Creature* pTarget ) const throw(Error);	string toString() const throw();public:	int getDamageBonus(void) const { return m_DamageBonus; }	void setDamageBonus(int bonus) { m_DamageBonus = bonus; }	int getCriticalHitBonus(void) const { return m_CriticalHitBonus; }	void setCriticalHitBonus(int bonus) { m_CriticalHitBonus = bonus; }	int getVisionBonus(void) const { return m_VisionBonus; }	void setVisionBonus(int bonus) { m_VisionBonus = bonus; }	void setSkillLevel( ExpLevel_t level ) throw() { m_SkillLevel = level; }private :	int m_DamageBonus;	int m_CriticalHitBonus;	int m_VisionBonus;	ExpLevel_t m_SkillLevel;};#endif // __EFFECT_OBSERVING_EYE__

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