20 #ifndef PS_EFFECT_OBJ_SOUND_HEADER 21 #define PS_EFFECT_OBJ_SOUND_HEADER 40 bool Load(iDocumentNode* node, iLoaderContext* ldr_context);
41 bool Render(
const csVector3 &up);
42 bool Update(csTicks elapsed);
54 csRef<iSoundManager> soundManager;
63 float volumeMultiplier;
bool Render(const csVector3 &up)
Renders the effect.
psEffectObj * Clone() const
Clones the effect object.
bool AttachToAnchor(psEffectAnchor *newAnchor)
Attaches this mesh to the given effect anchor.
The manager of all 2D effect elements.
psEffectObjSound(iView *parentView, psEffect2DRenderer *renderer2d)
bool Load(iDocumentNode *node, iLoaderContext *ldr_context)
Loads the effect object from an xml node.
bool Update(csTicks elapsed)
Updates the spell effect – called every frame.
An effect is not much more than a collection of effect objects.
Effect anchors provide a base location / anchor point for all effect objs.
psEffect2DRenderer * renderer2d