// DP/Nex Menu // control/fx/fx.qh // Note: the time components are arranged this way because I want to be able to nest effects // [Item_Fx_Mutator] .vector time; // all values from 0 to 1, so the parent can vary in its length .string target; .entity _target; bool() Item_Fx_Mutator_IsActive; void() Item_Fx_Destroy; void() Item_Fx_Init; void() Item_UpdateTarget; // Item_Fx_Effect [Item_Fx_Mutator] void() Item_Fx_Effect_Update; void() Item_Fx_Effect_Spawn; // Item_Fx_Effect_Control