2012-05-29 13:31:11 +00:00
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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef RY_ITEM_SPECIAL_EFFECT_H
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#define RY_ITEM_SPECIAL_EFFECT_H
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#include "nel/misc/types_nl.h"
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namespace ITEM_SPECIAL_EFFECT
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{
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// This file is generated, do not edit it. Source file is (probably) item_special_effect.lua.
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enum TItemSpecialEffect
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{
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ISE_FIGHT_ADD_CRITICAL,
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ISE_FIGHT_VAMPIRISM,
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ISE_MAGIC_DIVINE_INTERVENTION,
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ISE_MAGIC_SHOOT_AGAIN,
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ISE_CRAFT_ADD_STAT_BONUS,
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ISE_CRAFT_ADD_LIMIT,
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ISE_FORAGE_ADD_RM,
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ISE_FORAGE_NO_RISK,
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UNDEFINED,
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NB_ITEM_SPECIAL_EFFECT = UNDEFINED
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};
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/**
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* get the right item special effect from the input string
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* \param str the input string
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* \return the TItemSpecialEffect associated to this string (UNDEFINED if the string cannot be interpreted)
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*/
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TItemSpecialEffect stringToItemSpecialEffect( const std::string& str );
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/**
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* get the right item special effect from the input string
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* \param str the input string
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* \return the TItemSpecialEffect associated to this string (UNDEFINED if the string cannot be interpreted)
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*/
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TItemSpecialEffect fromString( const std::string& str );
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/**
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* return the item special effect as a string
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* \param itemSpecialEffect item special effect to transform into a string
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* \return the item special effect as a string
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*/
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const std::string& toString( TItemSpecialEffect itemSpecialEffect );
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}; // ITEM_SPECIAL_EFFECT
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#endif // RY_ITEM_SPECIAL_EFFECT_H
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/* End of item_special_effect.h */
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