📄 objecteffectunitdesc.h
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// ObjectEffectUnitDesc.h: interface for the CObjectEffectUnitDesc class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_OBJECTEFFECTUNITDESC_H__6FF8939C_AC05_4B6C_9D1A_2FA015530C9E__INCLUDED_)
#define AFX_OBJECTEFFECTUNITDESC_H__6FF8939C_AC05_4B6C_9D1A_2FA015530C9E__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "EffectUnitDesc.h"
#include "ObjectEffectUnit.h"
#include "MemoryPoolTempl.h"
#define OPERATOR "OPERATOR"
#define TARGET "TARGET"
class CObjectEffectUnitDesc : public CEffectUnitDesc
{
static CMemoryPoolTempl<CObjectEffectUnit>* m_pUnitPool;
StaticString m_ObjectName;
StaticString m_ObjectNameCritical;
VECTOR3 m_Scale;
BOOL m_bRepeat;
float m_fAlpha;
BOOL m_bApplyHeightField;
WORD m_StartFrame;
WORD m_EndFrame;
float m_AngleRad;
WORD m_Illusion;
WORD m_IllusionMaterial;
// jsd test
DWORD m_dwPattern;
VECTOR3 m_vStartAngle;
float m_fChangeVel;
public:
CObjectEffectUnitDesc(BOOL bDangledToOperator);
virtual ~CObjectEffectUnitDesc();
void DoParseScript(char* szKey,CMHFile* pFile);
virtual CEffectUnit* GetEffectUnit(EFFECTPARAM* pEffectParam);
friend class CObjectEffectUnit;
static void ReleaseUnit(CObjectEffectUnit* pUnit)
{
if(m_pUnitPool)
m_pUnitPool->Free(pUnit);
}
};
#endif // !defined(AFX_OBJECTEFFECTUNITDESC_H__6FF8939C_AC05_4B6C_9D1A_2FA015530C9E__INCLUDED_)
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