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📄 effectprominence.h

📁 天之炼狱1服务器端源文件游戏服务端不完整
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//////////////////////////////////////////////////////////////////////////////// Filename    : EffectProminence.h// Written by  : elca@ewestsoft.com// Description : 己流付过 Prominence狼 Effect甫 贸府秦林扁 困茄 努贰胶捞促.//////////////////////////////////////////////////////////////////////////////#ifndef __EFFECT_PROMINENCE__#define __EFFECT_PROMINENCE__#include "Effect.h"#include "EffectLoader.h"//////////////////////////////////////////////////////////////////////////////// class EffectProminence//////////////////////////////////////////////////////////////////////////////class EffectProminence : public Effect {public:	EffectProminence(Zone* pZone, ZoneCoord_t zoneX, ZoneCoord_t zoneY) throw(Error);public:    EffectClass getEffectClass() const throw() { return EFFECT_CLASS_PROMINENCE; }	EffectClass getSendEffectClass() const throw() { return m_SendEffectClass; }	void affect() throw(Error);	void unaffect() throw(Error);	string toString() const throw();public:	void setSendEffectClass(EffectClass eClass) throw() { m_SendEffectClass = eClass; }	int getDamage(void) const { return m_Damage; }	void setDamage(int damage) { m_Damage = damage; }	Turn_t getTick() const { return m_Tick; }	void setTick(Turn_t Tick) { m_Tick = Tick; }	int getLevel(void) const { return m_Level; }	void setLevel(int level) { m_Level = level; }	void setForce( bool force ) { m_bForce = force; }	bool isForce() const { return m_bForce; }	ObjectID_t getUserObjectID() const { return m_UserObjectID; }	void setUserObjectID( ObjectID_t UserObjectID ) { m_UserObjectID = UserObjectID; }private:	EffectClass m_SendEffectClass;	int     m_Damage;	Turn_t  m_Tick;	int     m_Level;	bool	m_bForce;	ObjectID_t	m_UserObjectID;};class EffectProminenceLoader : public EffectLoader{public:	virtual Effect::EffectClass getEffectClass() const throw() { return Effect::EFFECT_CLASS_PROMINENCE; }	virtual string getEffectClassName() const throw() { return "EffectProminence"; }public:	virtual void load(Creature* pCreature) throw(Error) {}	virtual void load(Zone* pZone) throw(Error);};extern EffectProminenceLoader* g_pEffectProminenceLoader;#endif // __EFFECT_PROMINENCE__

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