20 #ifndef PS_EFFECT_OBJ_LIGHT_HEADER    21 #define PS_EFFECT_OBJ_LIGHT_HEADER    24 #include <iengine/light.h>    25 #include <csutil/cscolor.h>    40     bool Load(iDocumentNode* node, iLoaderContext* ldr_context);
    41     bool Render(
const csVector3 &up);
    42     bool Update(csTicks elapsed);
    50     csLightAttenuationMode 
mode;
 bool Render(const csVector3 &up)
Renders the effect. 
 
bool AttachToAnchor(psEffectAnchor *anchor)
Attaches this mesh to the given effect anchor. 
 
The manager of all 2D effect elements. 
 
psEffectObj * Clone() const 
Clones the effect object. 
 
An effect is not much more than a collection of effect objects. 
 
csLightAttenuationMode mode
 
psEffectObjLight(iView *parentView, psEffect2DRenderer *renderer2d)
 
bool Load(iDocumentNode *node, iLoaderContext *ldr_context)
Loads the effect object from an xml node. 
 
bool Update(csTicks elapsed)
Updates the spell effect – called every frame. 
 
Effect anchors provide a base location / anchor point for all effect objs. 
 
psEffect2DRenderer * renderer2d