.. _CGameEffectDamage Class: ========================== CGameEffectDamage Class ========================== .. toctree:: :maxdepth: 1 .. note:: See :ref:`CGameEffect\ Methods` for methods that are shared by all game effect classes. Only the additional methods specific to each class are documented here. ---- .. _CGameEffectDamage_Methods: Methods --------------- +--------------------------------------------------------------------------------------+-----------------------------------------------------------------------------------------+ | **Name** | **Description** | +--------------------------------------------------------------------------------------+-----------------------------------------------------------------------------------------+ | :ref:`CGameEffectDamage\:\:CGameEffectDamage` | Constructor (additional constructor) - creates a ``CGameEffectDamage`` object | +--------------------------------------------------------------------------------------+-----------------------------------------------------------------------------------------+ | :ref:`CGameEffectDamage\:\:CheckSave` | | +--------------------------------------------------------------------------------------+-----------------------------------------------------------------------------------------+ | :ref:`CGameEffectDamage\:\:DecodeHitSound` | | +--------------------------------------------------------------------------------------+-----------------------------------------------------------------------------------------+ | :ref:`CGameEffectDamage\:\:DisplayDamageAmount`| | +--------------------------------------------------------------------------------------+-----------------------------------------------------------------------------------------+ | :ref:`CGameEffectDamage\:\:DisplayString` | | +--------------------------------------------------------------------------------------+-----------------------------------------------------------------------------------------+ | :ref:`CGameEffectDamage\:\:OnAddSpecific` | | +--------------------------------------------------------------------------------------+-----------------------------------------------------------------------------------------+ | :ref:`CGameEffectDamage\:\:UsesDice` | | +--------------------------------------------------------------------------------------+-----------------------------------------------------------------------------------------+ ---- .. _CGameEffectDamageCGameEffectDamage: CGameEffectDamage\:\:CGameEffectDamage ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Constructor - creates a ``CGameEffectDamage`` object :: void CGameEffectDamage::CGameEffectDamage(); **Remarks** Additional constructor for ``CGameEffectDamage`` ---- .. _CGameEffectDamageCheckSave: CGameEffectDamage\:\:CheckSave ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ :: virtual int CGameEffectDamage::CheckSave( CGameSprite* pSprite, unsigned char& saveVSDeathRoll, unsigned char& saveVSWandsRoll, unsigned char& saveVSPolyRoll, unsigned char& saveVSBreathRoll, unsigned char& saveVSSpellRoll, unsigned char& magicResistRoll); **Parameters** * :ref:`CGameSprite`\* *pSprite* - pointer to game sprite object * ``unsigned char``\& *saveVSDeathRoll* - * ``unsigned char``\& *saveVSWandsRoll* - * ``unsigned char``\& *saveVSPolyRoll* - * ``unsigned char``\& *saveVSBreathRoll* - * ``unsigned char``\& *saveVSSpellRoll* - * ``unsigned char``\& *magicResistRoll* - **Return Value** Returns ``int`` **Remarks** ---- .. _CGameEffectDamageDecodeHitSound: CGameEffectDamage\:\:DecodeHitSound ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ :: void CGameEffectDamage::DecodeHitSound( unsigned long type, CGameSprite* pSprite); **Parameters** * ``unsigned long`` *type* - * :ref:`CGameSprite`\* *pSprite* - pointer to game sprite object **Remarks** ---- .. _CGameEffectDamageDisplayDamageAmount: CGameEffectDamage\:\:DisplayDamageAmount ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ :: virtual void CGameEffectDamage::DisplayDamageAmount( CGameSprite* pSprite, long damageResisted); **Parameters** * :ref:`CGameSprite`\* *pSprite* - pointer to game sprite object * ``long`` *damageResisted* - **Remarks** ---- .. _CGameEffectDamageDisplayString: CGameEffectDamage\:\:DisplayString ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ :: virtual void CGameEffectDamage::DisplayString(CGameSprite* pSprite); **Parameters** * :ref:`CGameSprite`\* *pSprite* - pointer to game sprite object **Remarks** ---- .. _CGameEffectDamageOnAddSpecific: CGameEffectDamage\:\:OnAddSpecific ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ :: virtual void CGameEffectDamage::OnAddSpecific\(CGameSprite* pSprite); **Parameters** * :ref:`CGameSprite`\* *pSprite* - pointer to game sprite object **Remarks** ---- .. _CGameEffectDamageUsesDice: CGameEffectDamage\:\:UsesDice ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ :: virtual int CGameEffectDamage::UsesDice(); **Return Value** Returns ``int`` **Remarks**