#include "effects/OneTimeEffect.h"
#include "util/EffectHandler.h"

class ClearActiveEffectsEffect : public OneTimeEffect
{
public:
    void
    OnStart (EffectInstance *inst) override
    {
        for (auto &effect : EffectHandler::GetActiveEffects ())
            effect.Disable ();
    }
};

DEFINE_EFFECT (ClearActiveEffectsEffect, "effect_clear_active_effects", 0);
