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#pragma once
#include "StarItem.hpp"
#include "StarInstrumentItem.hpp"
#include "StarStatusEffectItem.hpp"
#include "StarEffectSourceItem.hpp"
#include "StarToolUserItem.hpp"
#include "StarActivatableItem.hpp"
#include "StarPointableItem.hpp"
namespace Star {
STAR_CLASS(World);
STAR_CLASS(ToolUserEntity);
STAR_CLASS(InstrumentItem);
class InstrumentItem : public Item,
public StatusEffectItem,
public EffectSourceItem,
public ToolUserItem,
public ActivatableItem,
public PointableItem {
public:
InstrumentItem(Json const& config, String const& directory, Json const& data);
ItemPtr clone() const override;
List<PersistentStatusEffect> statusEffects() const override;
StringSet effectSources() const override;
void update(float dt, FireMode fireMode, bool shifting, HashSet<MoveControlType> const& moves) override;
bool active() const override;
void setActive(bool active) override;
bool usable() const override;
void activate() override;
List<Drawable> drawables() const override;
float getAngle(float angle) override;
private:
List<PersistentStatusEffect> m_activeStatusEffects;
List<PersistentStatusEffect> m_inactiveStatusEffects;
StringSet m_activeEffectSources;
StringSet m_inactiveEffectSources;
List<Drawable> m_drawables;
List<Drawable> m_activeDrawables;
int m_activeCooldown;
float m_activeAngle;
String m_kind;
};
}
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