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authorFate <fate-tmw@googlemail.com>2008-12-09 08:37:38 -0700
committerFate <fate-tmw@googlemail.com>2008-12-09 08:37:38 -0700
commitcaee40df5da03eb2db6ed8d528f1561ef9bcbd34 (patch)
tree898b2f02f0109864aff772567abb2c37d9ab5149 /src/statuseffect.h
parentb8cca9c48d6ea5a2372e10bbe2a75ae95917db42 (diff)
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Status particle effects: when looking up block IDs (effect IDs for other
players), make sure to initialise if needed Status particle effects: properly delete particles after effect has worn off
Diffstat (limited to 'src/statuseffect.h')
-rw-r--r--src/statuseffect.h7
1 files changed, 7 insertions, 0 deletions
diff --git a/src/statuseffect.h b/src/statuseffect.h
index 5d18ac92..c720ed97 100644
--- a/src/statuseffect.h
+++ b/src/statuseffect.h
@@ -60,6 +60,12 @@ public:
*/
SpriteAction getAction();
+ /**
+ * Determines whether the particle effect should be restarted when the
+ * being changes maps
+ */
+ bool particleEffectIsPersistent() const { return mPersistentParticleEffect; }
+
/**
* Retrieves a status effect.
@@ -96,6 +102,7 @@ private:
std::string mParticleEffect;
std::string mIcon;
std::string mAction;
+ bool mPersistentParticleEffect;
};
#endif // !defined(STATUS_EFFECT_H)