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engines/crab/ai/moveeffect.h
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72
engines/crab/ai/moveeffect.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* This code is based on the CRAB engine
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*
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* Copyright (c) Arvind Raja Yadav
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*
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* Licensed under MIT
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*
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*/
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#ifndef CRAB_MOVEEFFECT_H
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#define CRAB_MOVEEFFECT_H
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#include "crab/animation/imageeffect.h"
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#include "crab/music/musicparam.h"
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namespace Crab {
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namespace pyrodactyl {
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namespace anim {
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struct FightMoveEffect {
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// The image displayed on being hit
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ImageEffect _img;
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// The sound played by this move when it's activated
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pyrodactyl::music::ChunkKey _activate;
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// The sound played by this move when it hits opponent
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pyrodactyl::music::ChunkKey _hit;
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// The move the sprite hit by our current move performs - if living (hurt animation)
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int _hurt;
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// The move the sprite hit by our current move performs - if it dies as a result (dying animation)
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int _death;
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// The stun time for the enemy if this move hits a sprite
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uint _stun;
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// The base damage of the move if it hits a sprite
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int _dmg;
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FightMoveEffect();
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void load(rapidxml::xml_node<char> *node);
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};
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} // End of namespace anim
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} // End of namespace pyrodactyl
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} // End of namespace Crab
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#endif // CRAB_MOVEEFFECT_H
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