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#pragma once
class cPawn;
// tolua_begin
class cEntityEffect {
public:
/** All types of entity effects (numbers correspond to IDs) */
enum eType
{
efNoEffect = 0,
efSpeed = 1,
efSlowness = 2,
efHaste = 3,
efMiningFatigue = 4,
efStrength = 5,
efInstantHealth = 6,
efInstantDamage = 7,
efJumpBoost = 8,
efNausia = 9,
efRegeneration = 10,
efResistance = 11,
efFireResistance = 12,
efWaterBreathing = 13,
efInvisibility = 14,
efBlindness = 15,
efNightVision = 16,
efHunger = 17,
efWeakness = 18,
efPoison = 19,
efWither = 20,
efHealthBoost = 21,
efAbsorption = 22,
efSaturation = 23,
} ;
/** The duration of the effect */
int m_Ticks;
/** Returns how strong the effect will be applied */
short GetIntensity() { return m_Intensity; }
/** Returns the pawn that used this entity effect */
cPawn *GetUser() { return m_User; }
/** Returns the distance modifier for affecting potency */
double GetDistanceModifier() { return m_DistanceModifier; }
void SetIntensity(short a_Intensity) { m_Intensity = a_Intensity; }
void SetUser(cPawn *a_User) { m_User = a_User; }
void SetDistanceModifier(double a_DistanceModifier) { m_DistanceModifier = a_DistanceModifier; }
/**
* An empty entity effect
*/
cEntityEffect();
/**
* An entity effect
* @param a_Ticks The duration of the effect
* @param a_Intensity How strong the effect will be applied
* @param a_User The pawn that used this entity effect
* @param a_DistanceModifier The distance modifier for affecting potency, defaults to 1
*/
cEntityEffect(int a_Ticks, short a_Intensity, cPawn *a_User, double a_DistanceModifier = 1);
private:
/** How strong the effect will be applied */
short m_Intensity;
/** The pawn that used this entity effect */
cPawn *m_User;
/** The distance modifier for affecting potency */
double m_DistanceModifier;
};
// tolua_end
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