SBSPSS/source/fx/fx.h

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/*********************/
/*** FX Base Class ***/
/*********************/
#ifndef __FX_FX_HEADER__
#define __FX_FX_HEADER__
#include "thing/thing.h"
/*****************************************************************************/
class SpriteBank;
class CFX : public CFXThing
{
public:
enum FX_TYPE
{
FX_TYPE_JELLYFISH_LEGS,
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FX_TYPE_FALLINGTILE,
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FX_TYPE_BUBBLE,
FX_TYPE_BUBBLE_WATER,
FX_TYPE_BUBBLE_ACID,
FX_TYPE_BUBBLE_LAVA,
FX_TYPE_BUBBLE_OIL,
FX_TYPE_LIGHTNING_BOLT,
FX_TYPE_LIGHTNING_SHEET,
FX_TYPE_LIGHTNING_BLAST,
FX_TYPE_LIGHTNING_RADIAL,
FX_TYPE_LIGHTNING_PROJECTILE,
FX_TYPE_SHOCKWAVE,
FX_TYPE_DAZE,
FX_TYPE_DROP,
FX_TYPE_DROP_WATER,
FX_TYPE_DROP_ACID,
FX_TYPE_DROP_LAVA,
FX_TYPE_DROP_OIL,
FX_TYPE_SPLASH,
FX_TYPE_SPLASH_WATER,
FX_TYPE_SPLASH_ACID,
FX_TYPE_SPLASH_LAVA,
FX_TYPE_SPLASH_OIL,
FX_TYPE_CASCADE,
FX_TYPE_CASCADE_SPLASH,
FX_TYPE_FIREBALL,
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FX_TYPE_STEAM,
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FX_TYPE_SMOKE,
FX_TYPE_GAS,
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FX_TYPE_FLAMES,
FX_TYPE_EXPLODE,
FX_TYPE_DEBRIS,
};
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static CFX *Create(const FX_TYPE Type);
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static CFX *Create(const FX_TYPE Type,CThing *Parent);
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static CFX *Create(const FX_TYPE Type,DVECTOR const &Pos);
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virtual void init();
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virtual void init(DVECTOR const &Pos){};
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virtual void shutdown();
virtual void think(int _frames);
virtual void render();
virtual int canCollide() {return false;}
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virtual void SetOtPos(int Ot) {OtPos=Ot;}
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virtual void setDie() {DieOut=true;}
virtual void setLife(int L) {Life=L;}
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protected:
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SpriteBank *m_spriteBank;
s32 OtPos;
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u8 DieOut;
s16 Life;
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};
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/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
void TestFX(DVECTOR Pos);
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#endif