// EMERGENT GAME TECHNOLOGIES PROPRIETARY INFORMATION // // This software is supplied under the terms of a license agreement or // nondisclosure agreement with Emergent Game Technologies and may not // be copied or disclosed except in accordance with the terms of that // agreement. // // Copyright (c) 1996-2008 Emergent Game Technologies. // All Rights Reserved. // // Emergent Game Technologies, Chapel Hill, North Carolina 27517 // http://www.emergent.net //--------------------------------------------------------------------------- // NiDynamicEffect inline functions //--------------------------------------------------------------------------- inline bool NiDynamicEffect::GetSwitch() const { return m_bOn; } //--------------------------------------------------------------------------- inline int NiDynamicEffect::GetIndex() const { return m_iIndex; } //--------------------------------------------------------------------------- inline void NiDynamicEffect::IncRevisionID() { m_uiRevID++; } //--------------------------------------------------------------------------- inline unsigned int NiDynamicEffect::GetRevisionID() const { return m_uiRevID; } //--------------------------------------------------------------------------- inline void NiDynamicEffect:: SetRevisionID(unsigned int uiRevID) { m_uiRevID = uiRevID; } //--------------------------------------------------------------------------- inline void NiDynamicEffect::IncPushCount() { m_uiPushCount++; } //--------------------------------------------------------------------------- inline void NiDynamicEffect::DecPushCount() { m_uiPushCount--; } //--------------------------------------------------------------------------- inline int NiDynamicEffect::GetPushCount() const { return m_uiPushCount; } //--------------------------------------------------------------------------- inline const NiNodeList& NiDynamicEffect::GetAffectedNodeList() { return m_kAffectedNodeList; } //--------------------------------------------------------------------------- inline const NiNodeList& NiDynamicEffect::GetUnaffectedNodeList() { return m_kUnaffectedNodeList; } //--------------------------------------------------------------------------- inline NiDynamicEffect::EffectType NiDynamicEffect::GetEffectType() const { return (EffectType)m_ucEffectType; } //--------------------------------------------------------------------------- inline void NiDynamicEffect::SetEffectType(unsigned char ucEffectType) { m_ucEffectType = ucEffectType; } //--------------------------------------------------------------------------- inline NiShadowGenerator* NiDynamicEffect::GetShadowGenerator() { return m_pkShadowGenerator; } //---------------------------------------------------------------------------