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Recast
1
Game with custom magic
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#include <IEvent.hpp>
Public Member Functions | |
IEvent (SpellNode *node) | |
SpellNode * | getNode () const |
virtual void | commit (Box2DWorld *world, SpellEntity *entity, std::shared_ptr< TempWorld > tempWorld)=0 |
Protected Attributes | |
SpellNode * | fromNode |
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inline |
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pure virtual |
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inline |
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protected |