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cEffects.h
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cEffects.h
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#ifndef __CEFFECTS_H__
#define __CEFFECTS_H__
namespace UOX
{
class cEffects
{
private:
void HandleMakeItemEffect( CTEffect *tMake );
public:
void tempeffect( CChar *source, CChar *dest, UI08 num, UI16 more1, UI16 more2, UI16 more3, CItem *targItemPtr = NULL);
void tempeffect( CChar *source, CItem *dest, UI08 num, UI16 more1, UI16 more2, UI16 more3 );
void checktempeffects( void );
void SaveEffects( void );
void LoadEffects( void );
// Visual Effects
void deathAction( CChar *s, CItem *x );
void PlayStaticAnimation( CBaseObject *target, UI16 effect, UI08 speed, UI08 loop, bool explode = false );
void PlayStaticAnimation( SI16 x, SI16 y, SI08 z, UI16 effect, UI08 speed, UI08 loop, bool explode );
void PlayMovingAnimation( CBaseObject *source, CBaseObject *dest, UI16 effect, UI08 speed, UI08 loop, bool explode, UI32 dwHue = 0, UI32 dwRenderMode = 0 );
void PlayMovingAnimation( CBaseObject *source, SI16 x, SI16 y, SI08 z, UI16 effect, UI08 speed, UI08 loop, bool explode, UI32 dwHue = 0, UI32 dwRenderMode = 0 );
void PlayCharacterAnimation( CChar *mChar, UI16 actionID, UI08 frameDelay = 0 );
void PlaySpellCastingAnimation( CChar *mChar, UI16 actionID );
void bolteffect( CChar *player );
// Sound Effects
void PlaySound( CSocket *mSock, UI16 soundID, bool allHear );
void PlaySound( CBaseObject *baseObj, UI16 soundID, bool allHear = true );
void PlayBGSound( CSocket& mSock, CChar& mChar );
void itemSound( CSocket *s, CItem *item, bool bAllHear = false );
void goldSound( CSocket *s, UI32 goldtotal, bool bAllHear = false);
void playTileSound( CSocket *mSock );
void playDeathSound( CChar *i );
void playMidi( CSocket *s, UI16 number );
void dosocketmidi( CSocket *s );
};
extern cEffects *Effects;
}
#endif