#pragma once #include "Game/Util/Array.hpp" #include class EffectSystem; class ModelManager; class MultiEmitter; class MultiSceneActor; class MultiSceneEffectKeeper { public: MultiSceneEffectKeeper(const char*, ModelManager*, int, const char*); void init(const MultiSceneActor*, const EffectSystem*); void add(const char*, const TVec3f*, const TVec3f*, const TVec3f*, const char*); void add(const char*, MtxPtr, const char*); MultiEmitter* create(const char*, EffectSystem*); void deleteAll(); void forceDeleteAll(EffectSystem*); void clear(); MultiEmitter* get(const char*) const; MultiEmitter* find(const char*) const; void registerEmitter(MultiEmitter*, const char*); /* 0x00 */ MR::Vector< MR::AssignableArray< MultiEmitter* > > mEmitter; /* 0x0C */ const char* mResName; };