9 EFFECT_STARSOLID
, // "shot hit wall" dissipation effect
10 EFFECT_STARPOOF
, // "shot exceeded ttl" dissipation effect
11 EFFECT_FISHY
, // common enemy shot dissipation effect
12 EFFECT_BLOODSPLATTER
, // "blood" spatter from hitting enemies
13 EFFECT_BONKPLUS
, // two +'s from player hitting head
14 EFFECT_BOOMFLASH
, // big white circle flash from enemies exploding etc
17 EFFECT_QMARK
, // "?" from pressing down with nothing nearby
18 EFFECT_BONUSFLASH
, // small bright "tink" when hearts/missiles disappear
19 EFFECT_ZZZZ
, // rising sleeping zzzzz's
20 EFFECT_EMPTY
, // rising text that says "empty"
21 EFFECT_SMOKETRAIL
, // small smoke puff
22 EFFECT_SMOKETRAIL_SLOW
, // small smoke puff (slower animate)
23 EFFECT_HEY
, // balloon that says "Hey!" (from grasstown)
24 EFFECT_GUNFISH_BUBBLE
, // bubbles spawned during dissipation of Gunfish shots
25 EFFECT_LAVA_SPLASH
, // just red version of gunfish bubble, really
26 EFFECT_BUBBLE_BURST
, // Bubbler dissipation effect. is NOT CENTERED.
27 EFFECT_SPUR_HIT
, // Spur hit wall effect, used in addition to starsolid.
28 EFFECT_GHOST_SPARKLE
// rising sparkles from Ballos's dog
38 int CountByEffectType(int type
);
39 int DeleteByEffectType(int type
);
40 void DestroyAll(void);
44 #define CountEffectsOfType Carets::CountByEffectType
45 #define DeleteEffectsOfType Carets::DeleteByEffectType
49 void (*OnTick
)(Caret
*c
);
52 int xinertia
, yinertia
;
66 // ---------------------------------------
70 void MoveAtDir(int dir
, int speed
);
73 void animdie(int speed
);
76 Caret
*CreateCaret(int x
, int y
, int sprite
, void (*ontick
)(Caret
*c
), \
77 int xinertia
=0, int yinertia
=0);