Swarm::IEffectWorld class

An effect world is a space in the game which contains effects.

Contents

The equivalent in models would be Graphics::IModelWorld. Effects in a certain world do not interact with effects of other worlds.

Derived classes

class cEffectWorld

Public functions

auto AddRef() -> int pure virtual
auto Release() -> int pure virtual
auto CreateEffect(uint32_t instanceID, uint32_t groupID, intrusive_ptr<IEffect>& dst) -> bool pure virtual
Creates a new instance of an effect of the given name.
void SetState(SwarmState state) pure virtual
auto GetState() -> SwarmState pure virtual
Returns the current state of the effect world.
void SetLOD(float, int) pure virtual
void func18h(int) pure virtual
void func1Ch(int) pure virtual
auto func20h() -> int pure virtual
void func24h(int) pure virtual
auto func28h() -> int pure virtual
auto func2Ch() -> int pure virtual
auto func30h() -> int pure virtual
void func34h() pure virtual
void func38h() pure virtual
void func3Ch(float, float, int) pure virtual
void func40h() pure virtual
void func44h(int, int, int) pure virtual
void func48h(int, int, int) pure virtual
void func4Ch() pure virtual
auto func50h() -> bool pure virtual
void func54h(float, float, int) pure virtual

Function documentation

bool Swarm::IEffectWorld::CreateEffect(uint32_t instanceID, uint32_t groupID, intrusive_ptr<IEffect>& dst) pure virtual

Creates a new instance of an effect of the given name.

Parameters
instanceID The instance ID of the effect.
groupID The group ID of the effect, usually 0.
dst out An uninitialized intrusive_ptr<IEffect> where the created instance will be put.

The groupID is usually 0, so the first argument is the actual effect ID. An uninitialized intrusive_ptr to an IEffect must be given.