title: error C2593: 'operator =' is ambiguous
body: <p>when i compile in VS 2003 ent i get these errors</p>
  
  <pre><code>C:\SRC\Program\_Interface\FuncTextCmd.cpp(953): error C2593: 'operator =' is ambiguous
  C:\SRC\Program\_Interface\FuncTextCmd.cpp(958): error C2593: 'operator =' is ambiguous
  C:\SRC\Program\_Interface\FuncTextCmd.cpp(963): error C2593: 'operator =' is ambiguous
  C:\SRC\Program\_Interface\FuncTextCmd.cpp(968): error C2593: 'operator =' is ambiguous
  C:\SRC\Program\_Interface\FuncTextCmd.cpp(973): error C2593: 'operator =' is ambiguous
  C:\SRC\Program\_Interface\FuncTextCmd.cpp(978): error C2593: 'operator =' is ambiguous
  C:\SRC\Program\_Interface\FuncTextCmd.cpp(982): error C2593: 'operator =' is ambiguous
  </code></pre>
  
  <p>this is this part of FuncTextCmd.cpp it's referring to</p>
  
  <pre><code>BOOL TextCmd_CHANGEGLOW( CScanner&amp; scanner )
  {//98
  #ifdef __WORLDSERVER
  CUser* pUser    = (CUser*)scanner.dwValue;
  scanner.GetToken();
  CString strcr = scanner.Token;
  CString CHANGEGLOW;
  
  
  if( 2 &lt;= strcr.GetLength() &amp;&amp; strcr.GetLength() &lt;= 7)
  {
  strcr.MakeLower();
  
  if( strcmp( strcr, "RED" ) == 0 )
  {
  CHANGEGLOW = 1;//line 953
  }
  else
  if( strcmp( strcr, "BLUE" ) == 0 )
  {
  CHANGEGLOW = 2;//line 958
  }
  else
  if( strcmp( strcr, "GREEN" ) == 0 )
  {
  CHANGEGLOW = 3;//line 963
  }
  else
  if( strcmp( strcr, "YELLOW" ) == 0 )
  {
  CHANGEGLOW = 4;//line 968
  }
  else
  if( strcmp( strcr, "ORANGE" ) == 0 )
  {
  CHANGEGLOW = 5;//line 973
  }
  else
  if( strcmp( strcr, "PINK" ) == 0 )
  {
  CHANGEGLOW = 6;//line 978
  }
  else if( strcmp( strcr, "PURPLE" ) == 0 )
  {
  CHANGEGLOW = 7;//line 982
  }
  else
  {
  strcr += "unknown glow";
  pUser-&gt;AddText( strcr );
  return FALSE;
  }
  }
  else
  {
  strcr += "unknown glow";
  pUser-&gt;AddText( strcr );
  return FALSE;
  
  }//2
  
  #endif // __WORLDSERVER
  return TRUE;
  }
  </code></pre>
  
  <p>this is for a game by the way it's in c++ </p>
  
  <p>the part above is saying if the user types said colors in the chat box then the glow around their body will change to what they typed but this is only the command the main part of this feature is handled in Mover.cpp of my source then part for glow can be seen below</p>
  
  <pre><code>void CMover::CreateAbilityOption_SetItemSFX( int nAbilityOption )
  {
  extern DWORD CHANGEGLOW;
  DWORD dwSfx = 0;
  
  switch( nAbilityOption )
  {
  case 3: dwSfx = XI_GEN_ITEM_SETITEM03; break;
  case 4: dwSfx = XI_GEN_ITEM_SETITEM04; break;
  case 5: dwSfx = XI_GEN_ITEM_SETITEM05; break;
  case 6: dwSfx = XI_GEN_ITEM_SETITEM06; break;
  case 7: dwSfx = XI_GEN_ITEM_SETITEM07; break;
  case 8: dwSfx = XI_GEN_ITEM_SETITEM08; break;
  case 9: dwSfx = XI_GEN_ITEM_SETITEM09; break;
  case 10: dwSfx = CHANGEGLOW; break;
  }
  
  switch( CHANGEGLOW )
  {
  case 1: dwSfx = RED; break; //make sure that the uppercase RED is what
  //you defined in defineobj.h
  case 2: dwSfx = BLUE; break; //make sure that the uppercase BLUE is what
  // you defined //in defineobj.h
  case 3: dwSfx = GREEN; break; //make sure that the uppercase GREEN is what you
  //defined in defineobj.h
  case 4: dwSfx = YELLOW; break; //make sure that the uppercase YELLOW is what you
  //defined in defineobj.h
  case 5: dwSfx = ORANGE; break; //make sure that the uppercase ORANGE is what you
  //defined in defineobj.h
  case 6: dwSfx = PINK; break; //make sure that the uppercase PINK is what you
  //defined in defineobj.h
  case 7: dwSfx = PURPLE; break; //make sure that the uppercase PURPLE is what you
  //defined in defineobj.h
  }
  
  //else 
  //case 10: dwSfx = XI_GEN_ITEM_SETITEM10; break;
  
  
  CSfxPartsLinkShoulder* pSfx = NULL;
  D3DXVECTOR3 v3Scal = D3DXVECTOR3( 1.0f, 1.0f, 1.0f );
  
  
  if( nAbilityOption == 3 )
  {
      // ¾î±ú
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 0;
      pSfx-&gt;m_v3Offset.y = 0.1f;
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 1;
      pSfx-&gt;m_v3Offset.y = 0.1f;
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
  }
  /*
  else
  if( nAbilityOption == 4 )
  {
      // ¸öÅë
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 6;
      pSfx-&gt;SetScale(D3DXVECTOR3( 2.2f, 2.2f, 2.2f ));
  }
  */
  else
  if( nAbilityOption == 4 )
  {
      // ¸öÅë
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 6;
      pSfx-&gt;SetScale(D3DXVECTOR3( 3.0f, 3.0f, 3.0f ));
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
  }
  else
  if( nAbilityOption == 5 )
  {
      // ¾î±ú
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 0;
      pSfx-&gt;m_v3Offset.y = 0.1f;
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 1;
      pSfx-&gt;m_v3Offset.y = 0.1f;
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
      // ¾î±ú, ÆÈ¸ñ Áß°£
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 4;     
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 5; 
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
  }
  else
  if( nAbilityOption == 6 )
  {
      // ¾î±ú
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 0;
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 1;
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
      // ¾î±ú, ÆÈ¸ñ Áß°£
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 4;     
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 5; 
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
      // ÆÈ¸ñ
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 2;
      pSfx-&gt;m_v3Offset.y = 0.1f;
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 3;     
      pSfx-&gt;m_v3Offset.y = 0.1f;
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
  }
  else
  if( nAbilityOption == 7 )
  {
      // ¾î±ú
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 0;
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 1;
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
      // ¾î±ú, ÆÈ¸ñ Áß°£
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 4;     
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 5; 
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
      // ÆÈ¸ñ
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 2;
      pSfx-&gt;m_v3Offset.y = 0.1f;
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 3;     
      pSfx-&gt;m_v3Offset.y = 0.1f;
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
      // ¼Õ   
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 8;         
      pSfx-&gt;m_v3Offset.y = 0.1f;
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 9;     
      pSfx-&gt;m_v3Offset.y = 0.1f;
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
  }
  else
  if( nAbilityOption == 8 )
  {
      // ¾î±ú
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 0;
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 1;
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
      // ¾î±ú, ÆÈ¸ñ Áß°£
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 4;     
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 5; 
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
      // ÆÈ¸ñ
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 2;
      pSfx-&gt;m_v3Offset.y = 0.1f;
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 3;     
      pSfx-&gt;m_v3Offset.y = 0.1f;
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
      // ¼Õ   
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 8;         
      pSfx-&gt;m_v3Offset.y = 0.1f;
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 9;     
      pSfx-&gt;m_v3Offset.y = 0.1f;
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
  
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, XI_SETIEM_EFFECTHAND, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 9;         
      pSfx-&gt;m_v3Offset.y = 0.2f;
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
  }
  else
  if( nAbilityOption == 9 )
  {
      // ¾î±ú
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 0;
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 1;
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
      // ¾î±ú, ÆÈ¸ñ Áß°£
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 4;     
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 5; 
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
      // ÆÈ¸ñ
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 2;
      pSfx-&gt;m_v3Offset.y = 0.1f;
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 3;     
      pSfx-&gt;m_v3Offset.y = 0.1f;
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
      // ¼Õ   
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 8;         
      pSfx-&gt;m_v3Offset.y = 0.1f;
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 9;     
      pSfx-&gt;m_v3Offset.y = 0.1f;
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
      // ¹ß
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 26;    
      pSfx-&gt;SetScale(D3DXVECTOR3( 1.5f, 1.5f, 1.5f ));        
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 29;
      pSfx-&gt;SetScale(D3DXVECTOR3( 1.5f, 1.5f, 1.5f ));
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
  
  
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, XI_SETIEM_EFFECTHAND, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 9;         
      pSfx-&gt;m_v3Offset.y = 0.2f;
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
  }
  else
  if( nAbilityOption == 10 )
  {
      // ¾î±ú
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 0;
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 1;
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
      // ¾î±ú, ÆÈ¸ñ Áß°£
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 4;     
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 5; 
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
      // ¸öÅë
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 6;
      pSfx-&gt;SetScale(D3DXVECTOR3( 3.0f, 4.5f, 3.0f ));
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 7;     
      pSfx-&gt;SetScale(D3DXVECTOR3( 3.0f, 3.0f, 3.0f ));        
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
      // ¼Õ   
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 8;         
      pSfx-&gt;m_v3Offset.y = 0.1f;
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 9; 
      pSfx-&gt;m_v3Offset.y = 0.1f;
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
      // ÆÈ¸ñ
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 2;
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 3;     
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
      // ¹ß
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 26;            
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 29;
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
  
  
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, XI_SETIEM_EFFECTHAND, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 8;         
      pSfx-&gt;m_v3Offset.y = 0.2f;
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
      pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, XI_SETIEM_EFFECTHAND, GetPos(), GetId(), GetPos(), GetId(), -1 );
      pSfx-&gt;m_nPartsLink = 9;         
      pSfx-&gt;m_v3Offset.y = 0.2f;
      pSfx-&gt;m_nOldAbilityOption = nAbilityOption;
  }
  }
  
  #endif //__CLIENT
  </code></pre>