📄 effectreloadtimer.h
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//////////////////////////////////////////////////////////////////////////////// Filename : EffectReloadTimer.h// Written by : crazydog// Description : 藕芒 reload dealy甫 困茄 effect//////////////////////////////////////////////////////////////////////////////#ifndef __EFFECT_RELOAD_TIMER__#define __EFFECT_RELOAD_TIMER__#include "Effect.h"#include "Item.h"//////////////////////////////////////////////////////////////////////////////// class EffectReloadTimer//////////////////////////////////////////////////////////////////////////////class EffectReloadTimer : public Effect {public: EffectReloadTimer(Creature* pCreature) throw(Error);public: EffectClass getEffectClass() const throw() { return EFFECT_CLASS_RELOAD_TIMER; } 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 setFromInventory(bool b) throw() { m_bFromInventory = b; } void setSlotID(SlotID_t id) throw(Error) { m_SlotID = id; } void setObjectID(ObjectID_t id) throw(Error) { m_ObjectID = id; } void setInventoryXY(CoordInven_t x, CoordInven_t y) throw() { m_invenX = x; m_invenY = y; }private: CoordInven_t m_invenX; // 牢亥配府俊辑 府肺靛且 锭狼 谅钎 CoordInven_t m_invenY; // 牢亥配府俊辑 府肺靛且 锭狼 谅钎 ObjectID_t m_ObjectID; // 藕芒 object id SlotID_t m_SlotID; // 骇飘俊辑 府肺靛且 锭狼 骇飘 slot id bool m_bFromInventory; // 牢亥配府俊辑 流立 府肺靛窍绰啊?};#endif // __EFFECT_RELOAD_TIMER__
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