10 #ifndef _EVE_SHIP_MODULES_ACTIVE_MODULE_H_
11 #define _EVE_SHIP_MODULES_ACTIVE_MODULE_H_
42 virtual void Deactivate(std::string effect=
"");
73 void ShowEffect(
bool active=
false,
bool abort=
false);
116 #endif // _EVE_SHIP_MODULES_ACTIVE_MODULE_H_
virtual bool IsActiveModule() const
ActiveModule(ModuleItemRef mRef, ShipItemRef sRef)
virtual void RemoveTarget(SystemEntity *pSE)
uint32 GetRemainingCycleTimeMS()
uint32 GetRemainingTime() const
void UpdateDamage(uint16 attrID, uint16 srcAttrID, InventoryItemRef iRef)
virtual uint32 GetTargetID()
TargetManager * m_targMgr
SystemEntity * m_targetSE
DestinyManager * m_destinyMgr
virtual void UnloadCharge()
void ShowEffect(bool active=false, bool abort=false)
virtual void ApplyDamage()
virtual void AbortCycle()
void SetTimer(uint32 time)
virtual bool CanActivate()
void ApplyEffect(int8 state, bool active=false)
void UpdateCharge(uint16 attrID, uint16 testAttrID, uint16 srcAttrID, InventoryItemRef iRef)
void ProcessActiveCycle()
SystemEntity * GetTargetSE()
void SetSlaveData(ShipSE *pShip)
virtual void LoadCharge(InventoryItemRef charge)
virtual ActiveModule * GetActiveModule()
virtual void DeOverload()
virtual void Deactivate(std::string effect="")
entityID heal the character with the entityID note giving you detailed ship status information gives a list of all dynamic entities and players and their destinyState in this bubble shows some current destiny variables save all kick all and halt server immediate command list all items in current location s gives list of cargo contents and volumes in all holds list current session values show current ship DNA show current objects in their destiny state
virtual void DeactivateCycle(bool abort=false)
virtual void ReprocessCharge()
virtual void Activate(uint16 effectID, uint32 targetID=0, int16 repeat=0)
virtual uint16 GetReloadTime()