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WIP (#1203)
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@@ -17,7 +17,7 @@ class Entity;
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* here.
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*/
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struct Effect {
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Effect() { scale = 1.0f; }
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Effect() { priority = 1.0f; }
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/**
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* The ID of the effect
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@@ -35,9 +35,9 @@ struct Effect {
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std::u16string type = u"";
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/**
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* How scaled (enlarged) the effect is
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* The importantness of the effect
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*/
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float scale = 1.0f;
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float priority = 1.0f;
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/**
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* Some related entity that casted the effect
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@@ -69,9 +69,10 @@ public:
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* @param effectId the ID of the effect
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* @param name the name of the effect
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* @param type the type of the effect
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* @param priority the priority of the effect
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* @return if successful, the effect that was created
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*/
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Effect* AddEffect(int32_t effectId, const std::string& name, const std::u16string& type);
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Effect* AddEffect(int32_t effectId, const std::string& name, const std::u16string& type, const float priority);
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/**
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* Removes an effect for this entity
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@@ -109,15 +110,15 @@ public:
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* if it has the animation assigned to its group. If it does, the animation is echo'd
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* down to all clients to be played and the duration of the played animation is returned.
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* If the animation did not exist or the function was called in an invalid state, 0 is returned.
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*
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*
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* The logic here matches the exact client logic.
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*
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*
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* @param self The entity that wants to play an animation
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* @param animation The animation_type (animationID in the client) to be played.
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* @param sendAnimation Whether or not to echo the animation down to all clients.
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* @param priority The priority of the animation. Only used if sendAnimation is true.
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* @param scale The scale of the animation. Only used if sendAnimation is true.
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*
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*
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* @return The duration of the animation that was played.
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*/
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static float DoAnimation(Entity* self, const std::string& animation, bool sendAnimation, float priority = 0.0f, float scale = 1.0f);
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