20 #ifndef PS_EFFECT_OBJ_DECAL_HEADER    21 #define PS_EFFECT_OBJ_DECAL_HEADER    25 #define PS_EFFECT_ENABLE_DECAL    27 #ifdef PS_EFFECT_ENABLE_DECAL    28 #include <ivaria/decal.h>    43     virtual bool Load(iDocumentNode* node, iLoaderContext* ldr_context);
    44     virtual bool Render(
const csVector3 &
up);
    45     virtual bool Update(csTicks elapsed);
    70 #endif // PS_EFFECT_ENABLE_DECAL virtual ~psEffectObjDecal()
 
csRef< iDecalTemplate > decalTemplate
 
The manager of all 2D effect elements. 
 
virtual psEffectObj * Clone() const 
Clones the effect object. 
 
virtual bool PostSetup()
Performs the post setup (after the effect obj has been loaded). 
 
csRef< iDecalManager > decalMgr
 
psEffectObjDecal(iView *parentView, psEffect2DRenderer *renderer2d)
 
virtual bool Render(const csVector3 &up)
Renders the effect. 
 
An effect is not much more than a collection of effect objects. 
 
virtual bool Update(csTicks elapsed)
Updates the spell effect – called every frame. 
 
virtual bool Load(iDocumentNode *node, iLoaderContext *ldr_context)
Loads the effect object from an xml node. 
 
psEffect2DRenderer * renderer2d