Swarm::IEffectsWorld class

An effects 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 cEffectsWorld

Public functions

auto AddRef() -> int pure virtual
auto Release() -> int pure virtual
auto CreateVisualEffect(uint32_t instanceID, uint32_t groupID, IVisualEffectPtr& dst) -> bool pure virtual
Creates a new instance of an effect of the given name.
void SetState(SwarmState state) pure virtual
Sets the current state of the effect world.
auto GetState() -> SwarmState pure virtual
Returns the current state of the effect world.
void SetLOD(float, int) pure virtual
void SetDefaultTimeline(int timelineType) pure virtual
void SetRenderer(void*) pure virtual
auto GetRenderer() -> void* pure virtual
void SetParamUpdateFlags(int) pure virtual
auto GetParamUpdateFlags() -> int pure virtual
auto GetGlobalParams() -> cGlobalParams* pure virtual
auto GetManager() -> IEffectsManager* pure virtual
void KillAllEffects() pure virtual
void KillOrphanedEffects() pure virtual
void ManualUpdate(float, float, void*) pure virtual
void ResetState() pure virtual
void GetActiveEffectInfo(eastl::vector<cEffectInfo>& dst, const char* pPattern, int infoLevel) pure virtual
void ApplyToActiveEffects(VisualEffectCallback_t callback, void*, int infoLevel) pure virtual
auto Initialize() -> bool pure virtual
auto Dispose() -> bool pure virtual
void DoUpdate(float, float, void*) pure virtual

Function documentation

bool Swarm::IEffectsWorld::CreateVisualEffect(uint32_t instanceID, uint32_t groupID, IVisualEffectPtr& 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 IVisualEffectPtr where the created instance will be put.
Returns True if the method succeeded, false if the effect wasn't created.

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

void Swarm::IEffectsWorld::SetState(SwarmState state) pure virtual

Sets the current state of the effect world.

Parameters
state