struct IEffectSystem { };
IEffectSystem.h
virtual ~IEffectSystem();
virtual void Activate(const EffectId& eid) = 0;
virtual bool BindEffect(const char* name, IEffect* pEffect) = 0;
virtual IGroundEffect* CreateGroundEffect(IEntity* pEntity) = 0;
DECLARE_GAMEOBJECT_FACTORY(IEffect);
virtual EffectId GetEffectId(const char* name) = 0;
virtual void GetMemoryStatistics(ICrySizer * s) = 0;
virtual bool Init() = 0;
virtual void Shutdown() = 0;
virtual void Update(float delta) = 0;