📄 effectsnipingmode.h
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//////////////////////////////////////////////////////////////////////////////// Filename : EffectSnipingMode.h// Written by : elca@ewestsoft.com// Description ://////////////////////////////////////////////////////////////////////////////#ifndef __EFFECT_SNIPING_MODE__#define __EFFECT_SNIPING_MODE__#include "Effect.h"#include "EffectLoader.h"//////////////////////////////////////////////////////////////////////////////// class EffectSnipingMode//////////////////////////////////////////////////////////////////////////////class EffectSnipingMode : public Effect {public: EffectSnipingMode(Creature* pCreature) throw(Error);public: EffectClass getEffectClass() const throw() { return EFFECT_CLASS_SNIPING_MODE; } 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() throw(Error); void unaffect(Creature* pCreature) throw(Error); void unaffect(Item* pItem) throw(Error) {} void unaffect(Zone* pZone, ZoneCoord_t x, ZoneCoord_t y, Object* pObject) throw(Error); string toString() const throw();public: int getRevealRatio(void) const { return m_RevealRatio; } void setRevealRatio(int ratio) { m_RevealRatio = ratio; } /* int getToHitBonus(void) const { return m_ToHitBonus; } void setToHitBonus(int bonus) { m_ToHitBonus = bonus; } int getDamageBonus(void) const { return m_DamageBonus; } void setDamageBonus(int bonus) { m_DamageBonus = bonus; } */private: int m_RevealRatio; //int m_ToHitBonus; //int m_DamageBonus;};#endif // __EFFECT_SNIPING_MODE__
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