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cbd3a6bf90
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5 changed files with 126 additions and 80 deletions
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@ -19,6 +19,7 @@
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#include "FX\FXAttachAnim.h"
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#include "FX\FXLaser.h"
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#include "FX\FXThwack.h"
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#include "FX\FXBubble.h"
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#include "FX\FXfallingTile.h"
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@ -39,7 +40,7 @@ CFXBaseAnim::sFXAnim FXWaterSplashData=
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127,127,255,
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0,
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{0,0},
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0,
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CFX::FX_TYPE_NONE
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};
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CFXBaseAnim::sFXAnim FXAcidSplashData=
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@ -50,7 +51,7 @@ CFXBaseAnim::sFXAnim FXAcidSplashData=
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127,255,127,
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0,
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{0,0},
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0
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CFX::FX_TYPE_NONE
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};
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CFXBaseAnim::sFXAnim FXLavaSplashData=
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{
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@ -60,7 +61,7 @@ CFXBaseAnim::sFXAnim FXLavaSplashData=
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255,0,0,
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0,
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{0,0},
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0
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CFX::FX_TYPE_NONE
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};
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CFXBaseAnim::sFXAnim FXOilSplashData=
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{
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@ -81,7 +82,7 @@ CFXBaseAnim::sFXAnim FXExplodeData=
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127,127,127,
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0,
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{0,0},
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0
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CFX::FX_TYPE_NONE
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};
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CFXBaseAnim::sFXAnim FXFireData=
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@ -92,7 +93,7 @@ CFXBaseAnim::sFXAnim FXFireData=
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127,127,127,
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CFXBaseAnim::FXANIM_FLAG_LOOP | CFXBaseAnim::FXANIM_FLAG_TRANS,
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{0,0},
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0
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CFX::FX_TYPE_NONE
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};
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CFXBaseAnim::sFXAnim FXWaterDripData=
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@ -145,7 +146,7 @@ CFXBaseAnim::sFXAnim FXBubbleWaterData=
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127,127,255,
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CFXBaseAnim::FXANIM_FLAG_LOOP | CFXBaseAnim::FXANIM_FLAG_COLLIDE_KILL,
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{0,-1},
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CFX::FX_TYPE_SPLASH_WATER
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CFX::FX_TYPE_NONE
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};
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CFXBaseAnim::sFXAnim FXBubbleAcidData=
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@ -156,7 +157,7 @@ CFXBaseAnim::sFXAnim FXBubbleAcidData=
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0,255,0,
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CFXBaseAnim::FXANIM_FLAG_LOOP | CFXBaseAnim::FXANIM_FLAG_COLLIDE_KILL,
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{0,-1},
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CFX::FX_TYPE_SPLASH_WATER
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CFX::FX_TYPE_NONE
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};
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CFXBaseAnim::sFXAnim FXBubbleLavaData=
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{
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@ -166,7 +167,7 @@ CFXBaseAnim::sFXAnim FXBubbleLavaData=
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255,0,0,
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CFXBaseAnim::FXANIM_FLAG_LOOP | CFXBaseAnim::FXANIM_FLAG_COLLIDE_KILL,
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{0,-1},
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CFX::FX_TYPE_SPLASH_WATER
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CFX::FX_TYPE_NONE
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};
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CFXBaseAnim::sFXAnim FXBubbleOilData=
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{
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@ -176,7 +177,7 @@ CFXBaseAnim::sFXAnim FXBubbleOilData=
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32,32,32,
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CFXBaseAnim::FXANIM_FLAG_LOOP | CFXBaseAnim::FXANIM_FLAG_COLLIDE_KILL,
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{0,-1},
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CFX::FX_TYPE_SPLASH_WATER
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CFX::FX_TYPE_NONE
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};
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CFXBaseAnim::sFXAnim FXWaterFountainData=
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@ -187,7 +188,7 @@ CFXBaseAnim::sFXAnim FXWaterFountainData=
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127,127,255,
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CFXBaseAnim::FXANIM_FLAG_LOOP,
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{0,0},
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0,
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CFX::FX_TYPE_NONE
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};
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CFXBaseAnim::sFXAnim FXAcidFountainData=
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{
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@ -197,7 +198,7 @@ CFXBaseAnim::sFXAnim FXAcidFountainData=
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0,255,0,
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CFXBaseAnim::FXANIM_FLAG_LOOP,
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{0,0},
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0,
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CFX::FX_TYPE_NONE
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};
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CFXBaseAnim::sFXAnim FXLavaFountainData=
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{
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@ -207,7 +208,7 @@ CFXBaseAnim::sFXAnim FXLavaFountainData=
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255,0,0,
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CFXBaseAnim::FXANIM_FLAG_LOOP,
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{0,0},
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0,
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CFX::FX_TYPE_NONE
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};
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CFXBaseAnim::sFXAnim FXOilFountainData=
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{
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@ -217,22 +218,20 @@ CFXBaseAnim::sFXAnim FXOilFountainData=
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32,32,32,
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CFXBaseAnim::FXANIM_FLAG_LOOP,
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{0,0},
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0,
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CFX::FX_TYPE_NONE
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};
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/*****************************************************************************/
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/*
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CFXSteam *TestFXPtr=0;
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void TestFX(DVECTOR Pos)
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CFXLaser *TestFXPtr=0;
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void TestFX(DVECTOR Pos,CThing *Parent)
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{
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if (!TestFXPtr)
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{
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Pos.vx=256;
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Pos.vy=128;
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TestFXPtr=(CFXSteam*)CFX::Create(CFX::FX_TYPE_STEAM,Pos);
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TestFXPtr->setLife(32);
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TestFXPtr->setRelativeToMap(false);
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TestFXPtr=0;
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TestFXPtr=(CFXLaser*)CFX::Create(CFX::FX_TYPE_LASER,Parent);
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// TestFXPtr->setLife(32);
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// TestFXPtr->setRelativeToMap(false);
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// TestFXPtr=0;
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}
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else
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{
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@ -240,18 +239,27 @@ void TestFX(DVECTOR Pos)
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TestFXPtr=0;
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}
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}
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*/
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/*****************************************************************************/
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int FXType=(CFX::FX_TYPE)CFX::FX_TYPE_THWACK;
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/*
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int FXType=(CFX::FX_TYPE)CFX::FX_TYPE_LASER;
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#include "game\game.h"
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int OX=32;
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int OY=32;
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void TestFX(DVECTOR Pos,CThing *Parent)
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{
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//CFXAttachAnim *FX=(CFXAttachAnim*)CFX::Create((CFX::FX_TYPE)FXType,Pos);
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CFXLaser *FX=(CFXLaser*)CFX::Create((CFX::FX_TYPE)FXType,Pos);
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// FX->setOrigin(Pos);
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Pos.vx+=OX;
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Pos.vy+=OY;
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FX->setTarget(Pos);
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// Parent->addChild(FX);
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// TestFXPtr->setLife(32);
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CGameScene::dropHealth(Pos,0,0);
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// CGameScene::dropHealth(Pos,0,0);
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}
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*/
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/*****************************************************************************/
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CFX *CFX::Create(const FX_TYPE Type)
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{
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@ -261,6 +269,9 @@ CFX *NewFX;
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if (!NewFX)
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switch(Type)
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{
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case FX_TYPE_NONE:
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ASSERT(!"FX NONE CANT BE CREATED!");
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break;
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case FX_TYPE_FALLINGTILE:
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NewFX=new ("FXFalling Tile") CFXFallingTile();
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break;
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@ -355,18 +366,12 @@ CFX *NewFX;
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NewFX=new ("JellyFish Legs") CFXJellyFishLegs();
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break;
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case FX_TYPE_LASER:
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NewFX=new ("FX Laser") CFXLaser();
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break;
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case FX_TYPE_LIGHTNING_BOLT:
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case FX_TYPE_LIGHTNING_SHEET:
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case FX_TYPE_LIGHTNING_BLAST:
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case FX_TYPE_LIGHTNING_RADIAL:
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case FX_TYPE_LIGHTNING_PROJECTILE:
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case FX_TYPE_SHOCKWAVE:
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case FX_TYPE_DAZE:
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case FX_TYPE_CASCADE:
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case FX_TYPE_CASCADE_SPLASH:
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case FX_TYPE_FIREBALL:
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case FX_TYPE_SMOKE:
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case FX_TYPE_GAS:
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