rodecomp/Source/Contents/Effects/EffectParticle.h
ragnarok-clanker a47d20f8be Reconstruct readable C++ and organize cohesive source subsystems
Administrative source import: native x86 compilation passed for 423 authored units. Source placement and submission states are migrated separately; this commit does not imply peer acceptance.

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2026-10-25 07:42:41 +00:00

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C++

#ifndef RAGNAROK_SOURCE_CONTENTS_EFFECTS_EFFECTPARTICLE_H
#define RAGNAROK_SOURCE_CONTENTS_EFFECTS_EFFECTPARTICLE_H
#include "Contents/Effects/EffectPrimitiveState.h"
#include "Contents/Actors/RenderObject.h"
#include <list>
struct JobNames;
class ResourceMgr;
struct RagEffectState;
struct EffectParticle : CRenderObject {
EffectParticle(ResourceMgr& resources, JobNames& names);
EffectPrimitiveState state;
};
EffectParticle* CreateEffectParticle(
RagEffectState& parent, const RenderObjectState& parentRender, int type, float x, float y, float z, ResourceMgr& resources, JobNames& names,
std::list<CRenderObject*>& worldObjects
);
#if defined(_WIN32) && !defined(_WIN64)
static_assert(sizeof(EffectParticle) == 0xFA18);
#endif
#endif