DragonNest/GameCommon/DnApplySEWhenTargetNormalHitProcessor.h

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#pragma once
#include "idnskillprocessor.h"
#include "DnSkill.h"
#ifdef _GAMESERVER
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ξ<EFBFBD> <20>ý<EFBFBD><C3BD>ۿ<EFBFBD><DBBF><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD> <20><>ų<EFBFBD><C5B3><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>Ÿ<EFBFBD><C5B8>. (#23818)
// <20><>Ÿ<EFBFBD><C5B8> <20>ǰݵ<C7B0> <20><><EFBFBD>󿡰<EFBFBD> <20><><EFBFBD><EFBFBD> Ȯ<><C8AE><EFBFBD><EFBFBD> <20><>ų<EFBFBD><C5B3> Target <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>ȿ<EFBFBD><C8BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ο<EFBFBD><CEBF>Ѵ<EFBFBD>.
// <20><><EFBFBD><EFBFBD> <20><>Ÿ<EFBFBD><C5B8> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>Ե<EFBFBD> <20><><EFBFBD><EFBFBD> <20>ִ<EFBFBD>.
class CDnApplySEWhenTargetNormalHitProcessor : public IDnSkillProcessor,
public TBoostMemoryPool< CDnApplySEWhenTargetNormalHitProcessor >
{
private:
float m_fProbability;
public:
CDnApplySEWhenTargetNormalHitProcessor( DnActorHandle hActor, float fProbability );
virtual ~CDnApplySEWhenTargetNormalHitProcessor( void );
void OnBegin( LOCAL_TIME LocalTime, float fDelta, DnSkillHandle hParentSkill );
void Process( LOCAL_TIME LocalTime, float fDelta );
void OnEnd( LOCAL_TIME LocalTime, float fDelta );
void OnNormalHitSuccess( DnActorHandle hHittedTarget ); // <20>Ϲ<EFBFBD> <20><>Ÿ<EFBFBD><C5B8> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>.
int GetNumArgument( void ) { return 0; };
};
#endif // #ifdef _GAMESERVER