//Weapon Effect
CItemData * pItemData;
if (CItemManager::Instance().GetItemDataPointer(eWeapon, &pItemData))
{
__GetRefinedEffect(pItemData);
#ifdef ENABLE_SHINING_SYSTEM
__GetShiningEffectOld(pItemData);
#endif
}
else
{
__ClearWeaponRefineEffect();
#ifdef ENABLE_SHINING_SYSTEM
__ClearWeaponShiningEffect();
#endif
}