Effect_Enums

Enumerations used in CryAction Effect.

EMFXPlayFlags Enumeration
C++
enum EMFXPlayFlags {
  MFX_PLAY_SOUND = BIT(1),
  MFX_PLAY_DECAL = BIT(2),
  MFX_PLAY_PARTICLES = BIT(3),
  MFX_DISABLE_DELAY = BIT(4),
  MFX_PLAY_FLOWGRAPH = BIT(5),
  MFX_PLAY_FORCEFEEDBACK = BIT(6),
  MFX_PLAY_ALL = (MFX_PLAY_SOUND | MFX_PLAY_DECAL | MFX_PLAY_PARTICLES | MFX_PLAY_FLOWGRAPH | MFX_PLAY_FORCEFEEDBACK)
};
File

IMaterialEffects.h

EEffectState Enumeration
C++
enum EEffectState {
  eES_Deactivated,
  eES_Activating,
  eES_Updating,
  eES_Deactivating
};
File

IEffectSystem.h

Description

IEffects at the beginning are inactive. They can be activated through the IEffectSystem. At this point the effect starts to receive OnActivate() calls. It can transition to the next state by responding with a return value of true. As long as false is returned OnActivate will continue being called. Once true is returned, the effect will transition to the active state and OnUpdate() will get called on it

Since activating, updating and deactivating effects are processed in that order, it is possible for an effect to go through this lifecycle within a single frame!!!

MFXParticleDirection Enumeration
C++
enum MFXParticleDirection {
  MFX_PART_DIRECTION_NORMAL = 0,
  MFX_PART_DIRECTION_RICOCHET
};
File

IMaterialEffects.h