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typedef struct _gameEffect_t
{
int effectId;
int effectLevel;
int aliveTime;
int time;
// list
_gameEffect_t *previous;
_gameEffect_t *next;
}gameEffect_t;
#define EFFECTID_SPRINT 247
void gameEffect_attach(mapChannel_t *mapChannel, unsigned int entityId, int effectId, int effectLevel, int duration = 5000);
void gameEffect_attach(mapChannel_t *mapChannel, actor_t *actor, int effectId, int effectLevel, int duration = 5000);
void gameEffect_dettach(mapChannel_t *mapChannel, actor_t *actor, gameEffect_t *gameEffect);
void gameEffect_checkForPlayers(mapChannelClient_t **clients, int count, int passedTime);
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