#ifndef _AURA_H_ #define _AURA_H_ #include class CGameObject; struct SpellEffectNode; class CEffectBase; class AuraEffect : public NiMemObject { public: AuraEffect(void); ~AuraEffect(void); void SetOwner(CGameObject* pkOwner); void Start(int spellid); void SetVisibleEffect(bool visible); void Over(); protected: void ReleaseActiveEffects(); private: NiTPointerMap m_activeEffMap; CGameObject* m_pkOwner; int m_spellid; }; #endif //_AURA_H_