📄 effectsharpshield.h
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//////////////////////////////////////////////////////////////////////////////// Filename : EffectSharpShield.h// Written by : crazydog// Description : //////////////////////////////////////////////////////////////////////////////#ifndef __EFFECT_SHARP_SHIELD__#define __EFFECT_SHARP_SHIELD__#include "Effect.h"#include "EffectLoader.h"//////////////////////////////////////////////////////////////////////////////// class EffectSharpShield//////////////////////////////////////////////////////////////////////////////class EffectSharpShield : public Effect {public: EffectSharpShield(Creature* pCreature) throw(Error);public: EffectClass getEffectClass() const throw() { return EFFECT_CLASS_SHARP_SHIELD_1; } EffectClass getSendEffectClass() const throw() { return m_ClientEffectClass; } 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(Item* pItem) throw(Error) {} void unaffect() throw(Error); string toString() const throw();public: void setLevel(Level_t Level) throw(); Damage_t getDamage() const throw() { return m_Damage; } void setDamage(Damage_t Damage) throw() { m_Damage = Damage; } EffectClass getClientEffectClass() const throw() { return m_ClientEffectClass; } void setClientEffectClass(EffectClass effectClass) throw() { m_ClientEffectClass = effectClass; }private: EffectClass m_ClientEffectClass; // 努扼捞攫飘俊 焊郴临锭 静绰 捞棋飘 努贰胶 酒捞叼 Damage_t m_Damage; // 锭赴仇茄抛 林绰 单固瘤};//////////////////////////////////////////////////////////////////////////////// class EffectSharpShieldLoader//////////////////////////////////////////////////////////////////////////////class EffectSharpShieldLoader : public EffectLoader {public: virtual Effect::EffectClass getEffectClass() const throw() { return Effect::EFFECT_CLASS_SHARP_SHIELD_1; } virtual string getEffectClassName() const throw() { return "EffectSharpShield"; }public: virtual void load(Creature* pCreature) throw(Error) {}};#endif // __EFFECT_SHARP_SHIELD__
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