2024-12-21 10:04:04 +08:00
# include "StdAfx.h"
# include "DnBasicBlow.h"
# include "DnActor.h"
# include "DnSkillTask.h"
# include "DnMonsterActor.h"
# include "DnPlayerActor.h"
# ifdef _GAMESERVER
# include "DNUserSession.h"
# else
# include "DnInterface.h"
# endif
# include "DnStateBlow.h"
# ifdef _DEBUG
# define new new(_NORMAL_BLOCK,__FILE__,__LINE__)
# endif
CDnBasicBlow : : CDnBasicBlow ( DnActorHandle hActor , const char * szValue )
: CDnBlow ( hActor ) , m_bNeedRefreshState ( true ) , m_bRefreshAll ( false ) ,
m_eRefreshState ( CDnActorState : : ST_All ) , m_eAddBlowStateType ( CDnActorState : : Equip_Buff_Level )
{
SetValue ( szValue ) ;
m_fValue = ( float ) atof ( szValue ) ;
}
CDnBasicBlow : : ~ CDnBasicBlow ( void )
{
}
void CDnBasicBlow : : SetBlowState ( )
{
switch ( m_StateBlow . emBlowIndex )
{
case STATE_BLOW : : BLOW_001 : m_eRefreshState = SetBlowState_001 ( ) ; break ;
case STATE_BLOW : : BLOW_002 : m_eRefreshState = SetBlowState_002 ( ) ; break ;
case STATE_BLOW : : BLOW_003 : m_eRefreshState = SetBlowState_003 ( ) ; break ;
case STATE_BLOW : : BLOW_004 : m_eRefreshState = SetBlowState_004 ( ) ; break ;
case STATE_BLOW : : BLOW_005 : m_eRefreshState = SetBlowState_005 ( ) ; break ;
case STATE_BLOW : : BLOW_006 : m_eRefreshState = SetBlowState_006 ( ) ; break ;
case STATE_BLOW : : BLOW_007 : m_eRefreshState = SetBlowState_007 ( ) ; break ;
case STATE_BLOW : : BLOW_008 : m_eRefreshState = SetBlowState_008 ( ) ; break ;
case STATE_BLOW : : BLOW_009 : m_eRefreshState = SetBlowState_009 ( ) ; break ;
case STATE_BLOW : : BLOW_010 : m_eRefreshState = SetBlowState_010 ( ) ; break ;
case STATE_BLOW : : BLOW_015 : m_eRefreshState = SetBlowState_015 ( ) ; break ;
case STATE_BLOW : : BLOW_017 : m_eRefreshState = SetBlowState_017 ( ) ; break ;
case STATE_BLOW : : BLOW_019 : m_eRefreshState = SetBlowState_019 ( ) ; break ;
case STATE_BLOW : : BLOW_020 : m_eRefreshState = SetBlowState_020 ( ) ; break ;
case STATE_BLOW : : BLOW_021 : m_eRefreshState = SetBlowState_021 ( ) ; break ;
case STATE_BLOW : : BLOW_022 : m_eRefreshState = SetBlowState_022 ( ) ; break ;
case STATE_BLOW : : BLOW_023 : m_eRefreshState = SetBlowState_023 ( ) ; break ;
case STATE_BLOW : : BLOW_024 : m_eRefreshState = SetBlowState_024 ( ) ; break ;
case STATE_BLOW : : BLOW_026 : m_eRefreshState = SetBlowState_026 ( ) ; break ;
case STATE_BLOW : : BLOW_028 : m_eRefreshState = SetBlowState_028 ( ) ; break ; // Ư<> <C6AF> <20> <> <EFBFBD> ݷ<EFBFBD> <20> <> <EFBFBD> <EFBFBD>
case STATE_BLOW : : BLOW_029 : m_eRefreshState = SetBlowState_029 ( ) ; break ; // Ư<> <C6AF> <20> <> <EFBFBD> ݷ<EFBFBD> <20> <> <EFBFBD> <EFBFBD>
case STATE_BLOW : : BLOW_032 : m_eRefreshState = SetBlowState_032 ( ) ; break ;
case STATE_BLOW : : BLOW_033 : m_eRefreshState = SetBlowState_033 ( ) ; break ;
case STATE_BLOW : : BLOW_034 : m_eRefreshState = SetBlowState_034 ( ) ; break ;
case STATE_BLOW : : BLOW_035 : m_eRefreshState = SetBlowState_035 ( ) ; break ;
case STATE_BLOW : : BLOW_036 : m_eRefreshState = SetBlowState_036 ( ) ; break ;
case STATE_BLOW : : BLOW_037 : m_eRefreshState = SetBlowState_037 ( ) ; break ;
case STATE_BLOW : : BLOW_038 : m_eRefreshState = SetBlowState_038 ( ) ; break ;
case STATE_BLOW : : BLOW_039 : m_eRefreshState = SetBlowState_039 ( ) ; break ;
case STATE_BLOW : : BLOW_048 : m_eRefreshState = SetBlowState_048 ( ) ; break ;
case STATE_BLOW : : BLOW_049 : m_eRefreshState = SetBlowState_049 ( ) ; break ;
case STATE_BLOW : : BLOW_058 : m_eRefreshState = SetBlowState_058 ( ) ; break ;
case STATE_BLOW : : BLOW_059 : m_eRefreshState = SetBlowState_059 ( ) ; break ;
case STATE_BLOW : : BLOW_061 : m_eRefreshState = SetBlowState_061 ( ) ; break ;
case STATE_BLOW : : BLOW_064 : m_eRefreshState = SetBlowState_064 ( ) ; break ;
case STATE_BLOW : : BLOW_075 : m_eRefreshState = SetBlowState_075 ( ) ; break ;
case STATE_BLOW : : BLOW_076 : m_eRefreshState = SetBlowState_076 ( ) ; break ;
case STATE_BLOW : : BLOW_082 : m_eRefreshState = SetBlowState_082 ( ) ; break ;
case STATE_BLOW : : BLOW_087 : m_eRefreshState = SetBlowState_087 ( ) ; break ;
case STATE_BLOW : : BLOW_088 : m_eRefreshState = SetBlowState_088 ( ) ; break ;
case STATE_BLOW : : BLOW_089 : m_eRefreshState = SetBlowState_089 ( ) ; break ;
case STATE_BLOW : : BLOW_090 : m_eRefreshState = SetBlowState_090 ( ) ; break ;
case STATE_BLOW : : BLOW_093 : m_eRefreshState = SetBlowState_093 ( ) ; break ;
case STATE_BLOW : : BLOW_094 : m_eRefreshState = SetBlowState_094 ( ) ; break ;
case STATE_BLOW : : BLOW_123 : m_eRefreshState = SetBlowState_123 ( ) ; break ;
case STATE_BLOW : : BLOW_124 : m_eRefreshState = SetBlowState_124 ( ) ; break ;
case STATE_BLOW : : BLOW_125 : m_eRefreshState = SetBlowState_125 ( ) ; break ;
case STATE_BLOW : : BLOW_126 : m_eRefreshState = SetBlowState_126 ( ) ; break ;
case STATE_BLOW : : BLOW_127 : m_eRefreshState = SetBlowState_127 ( ) ; break ;
case STATE_BLOW : : BLOW_128 : m_eRefreshState = SetBlowState_128 ( ) ; break ;
case STATE_BLOW : : BLOW_200 : m_eRefreshState = SetBlowState_200 ( ) ; break ;
case STATE_BLOW : : BLOW_201 : m_eRefreshState = SetBlowState_201 ( ) ; break ;
case STATE_BLOW : : BLOW_202 : m_eRefreshState = SetBlowState_202 ( ) ; break ;
case STATE_BLOW : : BLOW_203 : m_eRefreshState = SetBlowState_203 ( ) ; break ;
case STATE_BLOW : : BLOW_234 : m_eRefreshState = SetBlowState_234 ( ) ; break ;
default :
_ASSERT ( " BasicStateBlow enumeration case<73> <65> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> ϴ<EFBFBD> . " ) ;
break ;
}
m_State . CalcValueType ( ) ;
}
void CDnBasicBlow : : AddBlowState ( )
{
m_eAddBlowStateType = GetAddBlowStateType ( ) ;
# ifdef PRE_ADD_SKILLBUF_RENEW
// 2012.05.03 ------------------------------------------------------------------------------------------------------------------------------------------//
// <20> <> ų <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> /<2F> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> ȿ<EFBFBD> <C8BF> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> ġ<EFBFBD> <C4A1> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> ǰ<EFBFBD> <20> <> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> Ƽ <EFBFBD> <C6BC> <20> <> ų <20> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> ȿ<EFBFBD> <C8BF> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> PostStateEffect <20> <> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> ǹǷ<C7B9>
// <20> <> <EFBFBD> <EFBFBD> /<2F> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> ȿ<> <C8BF> <EFBFBD> <EFBFBD> <20> ش<EFBFBD> ȭ<EFBFBD> Ǵ<EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> ȴ<EFBFBD> . <20> ̴<EFBFBD> <20> ÷<EFBFBD> <C3B7> ̾<EFBFBD> <20> Ӹ<EFBFBD> <20> ƴ϶<C6B4> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> ͵<EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> ̸<EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> ȿ<EFBFBD> <C8BF> <20> <> <EFBFBD> е Ǵ<D0B5> <20> <> <EFBFBD> <EFBFBD>
// Equip_Buff_Level <20> <> <EFBFBD> <EFBFBD> AddBlowState() <20> <> ȣ <> <C8A3> <EFBFBD> <EFBFBD> <EFBFBD> ִµ<D6B4> m_eAddBlowStateType <20> <> <20> <EFBFBD> <D7B7> <EFBFBD> ȣ <> <C8A3> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> 쿣 bIsBuff <20> <> <20> <> <EFBFBD> <EFBFBD> ȣ <> <C8A3> <EFBFBD> Ѵ <EFBFBD> .
// <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> ÷<EFBFBD> <C3B7> ̾<EFBFBD> <CCBE> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> /<2F> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> BlowState <20> <> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> ؼ<EFBFBD> pvp <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> Ǵ<EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> ģ <20> Ŀ<EFBFBD> <20> <> <EFBFBD> <EFBFBD> /<2F> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> ɷ<EFBFBD> ġ<EFBFBD> <C4A1> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> ֱ<EFBFBD> <20> <> <EFBFBD> ؼ<EFBFBD>
// <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> /<2F> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> Ʈ<EFBFBD> <C6AE> <20> ־<EFBFBD> <D6BE> ְ<EFBFBD> <20> Ǵµ<C7B4> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> ʹ <EFBFBD> <20> ɷ<EFBFBD> ġ <20> <> <EFBFBD> ſ <EFBFBD> <C5BF> <EFBFBD> pvp <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EEB0A1> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> Ƿ<EFBFBD> <20> <> <EFBFBD> <EFBFBD> Ʈ<EFBFBD> <C6AE> <20> <> <EFBFBD> <EFBFBD> <20> ʿ䰡 <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> ̴<EFBFBD> .
// (<28> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> CDnMonsterState::CalcState() <20> Լ<EFBFBD> <D4BC> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> ش<EFBFBD> <20> <> <EFBFBD> <EFBFBD> /<2F> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> Ʈ <20> <> ü<EFBFBD> <C3BC> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> Ƿ<EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> ȵǾ<C8B5> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> .)
// <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> ÷<EFBFBD> <C3B7> ̾<EFBFBD> <CCBE> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> ٽ<EFBFBD> <20> <> <EFBFBD> <EFBFBD> /<2F> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> ġ<EFBFBD> <C4A1> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> ϰ<EFBFBD> <20> Ǵ<EFBFBD> <20> <> <EFBFBD> ̹Ƿ<CCB9> <20> ÷<EFBFBD> <C3B7> ̾<EFBFBD> <CCBE> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> <> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> Ŀ<> <C4BF> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD>
// <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> ̴<EFBFBD> <20> <> ȹ<EFBFBD> <C8B9> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> ǵ<EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> ̸<EFBFBD> <20> <> <EFBFBD> Ŀ<EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> Ǹ<EFBFBD> <20> <> ģ <20> <> <20> <> <EFBFBD> α <CEB1> <D7B7> ʿ<EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> ̴<EFBFBD> .
// 2012.05.03 ------------------------------------------------------------------------------------------------------------------------------------------//
// PlayerState <20> ÷<EFBFBD> <C3B7> ̾ <20> <> <EFBFBD> <EFBFBD> <EFBFBD> ϰԵǰ<D4B5> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> ʹ <EFBFBD> CalcEquip<69> <70> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> ġ<EFBFBD> <C4A1> <EFBFBD> ʱ<CAB1> <E2B6A7> <EFBFBD> <EFBFBD> <20> ÷<EFBFBD> <C3B7> ̾<EFBFBD> <CCBE> <EFBFBD> <20> <> <EFBFBD> 쿡<EFBFBD> <ECBFA1> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> ش<EFBFBD> .
bool bIsPlayerActor = m_hActor - > IsPlayerActor ( ) ;
bool bIsBuff = ( m_eAddBlowStateType = = CDnActorState : : Equip_Buff_Level ) ;
m_hActor - > AddBlowState ( & m_State , m_eAddBlowStateType , ( bIsPlayerActor & & bIsBuff ) ) ;
# else
m_hActor - > AddBlowState ( & m_State , m_eAddBlowStateType ) ;
# endif
}
void CDnBasicBlow : : RefreshActorState ( )
{
// ST_All <20> ̸<EFBFBD> SetBlowState() <20> <> ȣ <> <C8A3> <EFBFBD> <EFBFBD> <20> ȵȰ<C8B5> <C8B0> ̹Ƿ<CCB9> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> .
if ( m_bNeedRefreshState )
{
if ( m_bRefreshAll )
{
m_hActor - > RefreshState ( CDnActorState : : RefreshAll , m_eRefreshState ) ;
}
else
{
m_hActor - > RefreshState ( CDnActorState : : RefreshSkill , m_eRefreshState ) ;
}
}
}
void CDnBasicBlow : : OnBegin ( LOCAL_TIME LocalTime , float fDelta )
{
SetBlowState ( ) ;
AddBlowState ( ) ;
CalcRefreshTypes ( ) ;
RefreshActorState ( ) ;
# ifdef _GAMESERVER
CheckHPMPFullWhenBegin ( ) ;
# endif
}
# ifdef _GAMESERVER
void CDnBasicBlow : : CheckHPMPFullWhenBegin ( )
{
if ( m_bHPMPFullWhenBegin )
{
m_hActor - > CmdRefreshHPSP ( m_hActor - > GetMaxHP ( ) , m_hActor - > GetMaxSP ( ) ) ;
m_bHPMPFullWhenBegin = false ;
}
}
# endif
void CDnBasicBlow : : SetModifyFloatValue ( float fValue )
{
m_fValue = fValue ;
SetBlowState ( ) ;
RefreshActorState ( ) ;
}
void CDnBasicBlow : : OnEnd ( LOCAL_TIME LocalTime , float fDelta )
{
DelBlowState ( ) ;
RefreshActorState ( ) ;
}
void CDnBasicBlow : : CalcRefreshTypes ( void )
{
m_bNeedRefreshState = ( CDnActorState : : ST_All ! = m_eRefreshState ) ;
// <20> <> <EFBFBD> Ƿ<EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> ȿ<EFBFBD> <C8BF> <EFBFBD> <EFBFBD> <20> θ<EFBFBD> <CEB8> <EFBFBD> ų<EFBFBD> <C5B3> <20> <> <EFBFBD> <EFBFBD> . post state <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> ƴ϶<C6B4> <20> ⺻ state <20> <> <EFBFBD> <EFBFBD> <EFBFBD> ̹Ƿ<CCB9> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> ش<EFBFBD> .
// <20> θ<EFBFBD> <20> <> ų<EFBFBD> <C5B3> <20> ִ<EFBFBD> <20> <> <EFBFBD> 쿣 <20> нú<D0BD> <20> <> ų<EFBFBD> <C5B3> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> ؼ<EFBFBD> <20> нú<D0BD> <C3BA> <EFBFBD> <20> <> <EFBFBD> 쿣 basic <20> <> <EFBFBD> Ⱥ<EFBFBD> <C8BA> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> ؼ<EFBFBD> All Refresh <20> <> <20> ϰ<EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> RefreshSkill <20> <> ó<> <C3B3> ..
m_bRefreshAll = false ;
if ( false = = m_bNeedRefreshState )
return ;
# ifdef PRE_ADD_SKILLBUF_RENEW
switch ( m_eAddBlowStateType )
{
// <20> ⺻ <20> ɷ<EFBFBD> ġ<EFBFBD> <C4A1> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> ִ<EFBFBD> <20> <> <EFBFBD> <EFBFBD> ȿ<EFBFBD> <C8BF> .
case CDnActorState : : Equip_Buff_Level :
case CDnActorState : : Equip_Skill_Level :
m_bRefreshAll = true ;
break ;
// <20> ⺻ <20> ɷ<EFBFBD> ġ <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> Ǵ<EFBFBD> <20> <> <EFBFBD> <EFBFBD> ȿ<EFBFBD> <C8BF> .
case CDnActorState : : Skill_Level :
m_bRefreshAll = false ;
break ;
}
# else
m_bRefreshAll = ( false = = m_bHasParentSkill | | ( CDnSkill : : Passive = = m_ParentSkillInfo . eSkillType & & CDnSkill : : Buff = = m_ParentSkillInfo . eDurationType ) ) ;
# endif // #ifdef PRE_ADD_SKILLBUF_RENEW
// #32220 <20> 丮<EFBFBD> <E4B8AE> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> Ǵ<EFBFBD> Ư<> <C6AF> <20> <> <EFBFBD> <EFBFBD> ȿ<EFBFBD> <C8BF> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> <> ġ<EFBFBD> <C4A1> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> ⼭ <20> з<EFBFBD> <D0B7> ȴ<EFBFBD> .
if ( STATE_BLOW : : BLOW_200 = = m_StateBlow . emBlowIndex | |
STATE_BLOW : : BLOW_201 = = m_StateBlow . emBlowIndex | |
STATE_BLOW : : BLOW_202 = = m_StateBlow . emBlowIndex | |
STATE_BLOW : : BLOW_203 = = m_StateBlow . emBlowIndex )
{
m_bRefreshAll = true ;
}
//<2F> ߰<EFBFBD> <DFB0> Ǵ<EFBFBD> ũ<> <C5A9> Ƽ <EFBFBD> <C6BC> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> ȿ<EFBFBD> <C8BF> <EFBFBD> <EFBFBD> <20> <> <20> <> <EFBFBD> <EFBFBD> ȿ<EFBFBD> <C8BF> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> <> ų <20> <> <EFBFBD> <EFBFBD> ȿ<EFBFBD> <C8BF> <20> <> <EFBFBD> <EFBFBD> <20> DZ<EFBFBD> <C7B1> <EFBFBD> <EFBFBD> <EFBFBD>
if ( STATE_BLOW : : BLOW_234 = = m_StateBlow . emBlowIndex )
m_bRefreshAll = true ;
# ifdef PRE_ADD_SKILLBUF_RENEW
// <20> <> ų <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> , <20> <> ȯ <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> ɷ<EFBFBD> ġ <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> ־<EFBFBD> <D6BE> <EFBFBD> <20> Ѵ <EFBFBD> .
// CDnMonsterState::CalcaBaseState() <20> <> <EFBFBD> <EFBFBD> m_BaseState <20> <> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> ̺<EFBFBD> <CCBA> <EFBFBD> <EFBFBD> <EFBFBD>
// <20> <> <EFBFBD> <EFBFBD> <EFBFBD> ͼ<EFBFBD> <20> ÷<EFBFBD> <C3B7> ̾<EFBFBD> <CCBE> κ<EFBFBD> <CEBA> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> ɷ<EFBFBD> ġ<EFBFBD> <C4A1> <20> <> <EFBFBD> <EFBFBD> <EEBEBA> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> Ϳ <EFBFBD> <20> <> <EFBFBD> ؼ<EFBFBD>
// <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> ʰ<EFBFBD> <20> ״<EFBFBD> <D7B4> <EFBFBD> <20> ε<EFBFBD> <CEB5> <EFBFBD> ó<> <C3B3> .
# else
if ( m_hActor & & m_hActor - > IsMonsterActor ( ) )
{
// <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> ̰<EFBFBD> <20> <> ȯ<EFBFBD> <C8AF> <EFBFBD> <EFBFBD> <20> ɷ<EFBFBD> ġ<EFBFBD> <C4A1> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> ؼ<EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> ȯ <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> ⺻ <20> ɷ<EFBFBD> ġ<EFBFBD> <C4A1> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> ع<EFBFBD> <D8B9> <EFBFBD> <EFBFBD> <EFBFBD>
// <20> <> <EFBFBD> ̺<EFBFBD> <CCBA> <EFBFBD> <20> ɷ<EFBFBD> ġ<EFBFBD> <C4A1> <20> ٲ<EFBFBD> <D9B2> Ƿ<EFBFBD> <20> <> ų <20> <> <EFBFBD> <EFBFBD> ȿ<EFBFBD> <C8BF> <EFBFBD> ʸ<EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> ϵ<EFBFBD> <CFB5> <EFBFBD> ó<> <C3B3> .
CDnMonsterActor * pMonstreActor = static_cast < CDnMonsterActor * > ( m_hActor . GetPointer ( ) ) ;
if ( pMonstreActor - > GetSummonerPlayerActor ( ) )
{
// bNeedRefreshAll -> false <20> <> <20> <> <EFBFBD> <EFBFBD> .
m_bRefreshAll = false ;
}
}
# endif // #ifdef PRE_ADD_SKILLBUF_RENEW
}
# if defined(PRE_ADD_PREFIX_SYSTE_RENEW)
void CDnBasicBlow : : AddStateEffectValue ( const char * szOrigValue , const char * szAddValue , std : : string & szNewValue )
{
char szBuff [ 128 ] = { 0 , } ;
float fOrigValue = ( float ) atof ( szOrigValue ) ;
float fAddValue = ( float ) atof ( szAddValue ) ;
float fResultValue = fOrigValue + fAddValue ;
sprintf_s ( szBuff , " %f " , fResultValue ) ;
szNewValue = szBuff ;
}
void CDnBasicBlow : : RemoveStateEffectValue ( const char * szOrigValue , const char * szAddValue , std : : string & szNewValue )
{
static char szBuff [ 128 ] = { 0 , } ;
float fOrigValue = ( float ) atof ( szOrigValue ) ;
float fAddValue = ( float ) atof ( szAddValue ) ;
float fResultValue = fOrigValue - fAddValue ;
sprintf_s ( szBuff , " %f " , fResultValue ) ;
szNewValue = szBuff ;
}
# endif // PRE_ADD_PREFIX_SYSTE_RENEW
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_001 ( )
{
m_State . SetAttackPMin ( ( int ) m_fValue ) ;
m_State . SetAttackPMax ( ( int ) m_fValue ) ;
return CDnActorState : : StateTypeEnum : : ST_AttackP ;
}
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_002 ( )
{
m_State . SetAttackPMinRatio ( m_fValue ) ;
m_State . SetAttackPMaxRatio ( m_fValue ) ;
return CDnActorState : : StateTypeEnum : : ST_AttackP ;
}
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_003 ( )
{
m_State . SetDefenseP ( ( int ) m_fValue ) ;
return CDnActorState : : StateTypeEnum : : ST_DefenseP ;
}
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_004 ( )
{
m_State . SetDefensePRatio ( m_fValue ) ;
return CDnActorState : : StateTypeEnum : : ST_DefenseP ;
}
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_005 ( )
{
m_State . SetStrength ( ( int ) m_fValue ) ;
return CDnActorState : : StateTypeEnum : : ST_Strength ;
}
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_006 ( )
{
m_State . SetAgility ( ( int ) m_fValue ) ;
return CDnActorState : : StateTypeEnum : : ST_Agility ;
}
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_007 ( )
{
m_State . SetIntelligence ( ( int ) m_fValue ) ;
return CDnActorState : : StateTypeEnum : : ST_Intelligence ;
}
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_008 ( )
{
m_State . SetStamina ( ( int ) m_fValue ) ;
return CDnActorState : : StateTypeEnum : : ST_Stamina ;
}
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_009 ( )
{
INT64 iAddToMaxHP = INT64 ( m_fValue ) ;
m_State . SetMaxHP ( iAddToMaxHP ) ;
return CDnActorState : : StateTypeEnum : : ST_HP ;
}
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_010 ( )
{
m_State . SetMaxSP ( ( int ) m_fValue ) ;
return CDnActorState : : StateTypeEnum : : ST_SP ;
}
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_015 ( )
{
# ifdef _GAMESERVER
// <20> <> <20> ѹ濡 <20> <> ó<> <C3B3>
INT64 iHP = m_hActor - > GetHP ( ) ;
INT64 iMaxHP = m_hActor - > GetMaxHP ( ) ;
if ( GetParentSkillInfo ( ) & & GetParentSkillInfo ( ) - > bIsItemSkill = = true & & m_hActor & & m_hActor - > GetStateBlow ( ) )
{
if ( m_fValue > 0 )
{
float fResultValue = 1.f ;
DNVector ( DnBlowHandle ) vBlows ;
m_hActor - > GetStateBlow ( ) - > GetStateBlowFromBlowIndex ( STATE_BLOW : : BLOW_272 , vBlows ) ;
for ( int i = 0 ; i < ( int ) vBlows . size ( ) ; + + i )
{
fResultValue + = vBlows [ i ] - > GetFloatValue ( ) ;
}
m_fValue * = fResultValue ;
}
}
# if defined( _GAMESERVER )
CalcHealValueLimit ( m_StateBlow . emBlowIndex , m_fValue ) ;
# endif
# if defined(PRE_ADD_DARKLAIR_HEAL_REGULATION) && defined(_GAMESERVER)
m_fValue = CalcModifiedHealValue ( m_fValue ) ;
# endif
INT64 iDelta = INT64 ( m_fValue ) ;
INT64 iResult = iHP + iDelta ;
if ( iMaxHP < iResult )
{
iResult = iMaxHP ;
iDelta = iMaxHP - iHP ;
}
else
if ( iResult < 0 )
{
iResult = 1 ;
iDelta = 1 - iHP ;
}
m_hActor - > SetHP ( iResult ) ;
m_hActor - > RequestHPMPDelta ( CDnState : : ElementEnum_Amount , iDelta , m_hActor - > GetUniqueID ( ) ) ;
# endif
return CDnActorState : : StateTypeEnum : : ST_HP ;
}
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_017 ( )
{
int nSP = m_hActor - > GetSP ( ) ;
int nPrevSP = nSP ;
nSP + = ( int ) m_fValue ;
if ( nSP > m_hActor - > GetMaxSP ( ) )
nSP = m_hActor - > GetMaxSP ( ) ;
m_hActor - > SetSP ( nSP ) ;
# ifndef _GAMESERVER
int nAddSP = nSP - nPrevSP ;
if ( nAddSP > 0 ) {
GetInterface ( ) . SetRecovery ( m_hActor - > GetHeadPosition ( ) , 0 , nAddSP , false , ( m_hActor = = CDnActor : : s_hLocalActor ) ) ;
}
# endif
return CDnActorState : : StateTypeEnum : : ST_SP ;
}
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_019 ( )
{
m_State . SetStiff ( ( int ) m_fValue ) ;
return CDnActorState : : StateTypeEnum : : ST_Stiff ;
}
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_020 ( )
{
m_State . SetStiffResistance ( ( int ) m_fValue ) ;
return CDnActorState : : StateTypeEnum : : ST_StiffResistance ;
}
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_021 ( )
{
m_State . SetCritical ( ( int ) m_fValue ) ;
return CDnActorState : : StateTypeEnum : : ST_Critical ;
}
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_022 ( )
{
m_State . SetCriticalResistance ( ( int ) m_fValue ) ;
return CDnActorState : : StateTypeEnum : : ST_CriticalResistance ;
}
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_023 ( )
{
m_State . SetStun ( ( int ) m_fValue ) ;
return CDnActorState : : StateTypeEnum : : ST_Stun ;
}
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_024 ( )
{
m_State . SetStunResistance ( ( int ) m_fValue ) ;
return CDnActorState : : StateTypeEnum : : ST_StunResistance ;
}
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_026 ( )
{
m_State . SetDownDelayProb ( m_fValue ) ;
return CDnActorState : : StateTypeEnum : : ST_DownDelay ;
}
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_028 ( )
{
m_State . SetAttackMMin ( ( int ) m_fValue ) ;
m_State . SetAttackMMax ( ( int ) m_fValue ) ;
return CDnActorState : : StateTypeEnum : : ST_AttackM ;
}
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_029 ( )
{
m_State . SetAttackMMinRatio ( m_fValue ) ;
m_State . SetAttackMMaxRatio ( m_fValue ) ;
return CDnActorState : : StateTypeEnum : : ST_AttackM ;
}
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_032 ( )
{
m_State . SetElementAttack ( CDnState : : Fire , m_fValue ) ;
return CDnActorState : : StateTypeEnum : : ST_ElementAttack ;
}
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_033 ( )
{
m_State . SetElementAttack ( CDnState : : Ice , m_fValue ) ;
return CDnActorState : : StateTypeEnum : : ST_ElementAttack ;
}
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_034 ( )
{
m_State . SetElementAttack ( CDnState : : Light , m_fValue ) ;
return CDnActorState : : StateTypeEnum : : ST_ElementAttack ;
}
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_035 ( )
{
m_State . SetElementAttack ( CDnState : : Dark , m_fValue ) ;
return CDnActorState : : StateTypeEnum : : ST_ElementAttack ;
}
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_036 ( )
{
m_State . SetElementDefense ( CDnState : : Fire , m_fValue ) ;
return CDnActorState : : StateTypeEnum : : ST_ElementDefense ;
}
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_037 ( )
{
m_State . SetElementDefense ( CDnState : : Ice , m_fValue ) ;
return CDnActorState : : StateTypeEnum : : ST_ElementDefense ;
}
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_038 ( )
{
m_State . SetElementDefense ( CDnState : : Light , m_fValue ) ;
return CDnActorState : : StateTypeEnum : : ST_ElementDefense ;
}
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_039 ( )
{
m_State . SetElementDefense ( CDnState : : Dark , m_fValue ) ;
return CDnActorState : : StateTypeEnum : : ST_ElementDefense ;
}
// <20> <> ų <20> <> <EFBFBD> <EFBFBD> Ʈ <20> <> <EFBFBD> <EFBFBD> (ȿ<> <C8BF> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> ۿ<EFBFBD> <DBBF> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> )
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_048 ( )
{
# ifndef _GAMESERVER
GetSkillTask ( ) . SetSkillPoint ( GetSkillTask ( ) . GetSkillPoint ( ) + ( int ) m_fValue ) ;
# else
// <20> ÷<EFBFBD> <C3B7> ̾<EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> .
_ASSERT ( m_hActor - > GetActorType ( ) < = CDnActor : : ActorTypeEnum : : Reserved6 ) ;
if ( ! m_hActor | | m_hActor - > GetActorType ( ) > CDnActor : : ActorTypeEnum : : Reserved6 )
return CDnActorState : : StateTypeEnum ( - 1 ) ;
static_cast < CDnPlayerActor * > ( m_hActor . GetPointer ( ) ) - > GetUserSession ( ) - > ChangeSkillPoint ( ( int ) m_fValue , 0 , false , 0 ) ;
# endif
return CDnActorState : : StateTypeEnum ( - 1 ) ;
}
// <20> <> <EFBFBD> <EFBFBD> ġ <20> <> <EFBFBD> <EFBFBD> (ȿ<> <C8BF> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> ۿ<EFBFBD> <DBBF> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> )
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_049 ( )
{
// <20> α <EFBFBD> <20> ڵ<EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> <EFBFBD> <F0B8A3B0> <EFBFBD> <EFBFBD> <EFBFBD> <20> ϴ<EFBFBD> -1<> <31> <20> <> <EFBFBD> <EFBFBD>
if ( m_hActor & & m_hActor - > IsPlayerActor ( ) ) {
( ( CDnPlayerActor * ) m_hActor . GetPointer ( ) ) - > AddExperience ( ( int ) m_fValue , - 1 , ( INT64 ) 0 ) ;
}
return CDnActorState : : StateTypeEnum ( - 1 ) ;
}
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_061 ( )
{
m_State . SetSuperAmmor ( ( int ) m_fValue ) ;
return CDnActorState : : StateTypeEnum : : ST_SuperAmmor ;
}
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_064 ( )
{
m_State . SetSuperAmmorRatio ( m_fValue ) ;
return CDnActorState : : StateTypeEnum : : ST_SuperAmmor ;
}
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_058 ( )
{
m_State . SetMaxHPRatio ( m_fValue ) ;
return CDnActorState : : StateTypeEnum : : ST_HP ;
}
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_059 ( )
{
m_State . SetMaxSPRatio ( m_fValue ) ;
return CDnActorState : : StateTypeEnum : : ST_SP ;
}
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_075 ( )
{
m_State . SetMoveSpeed ( ( int ) m_fValue ) ;
return CDnActorState : : StateTypeEnum : : ST_MoveSpeed ;
}
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_076 ( )
{
m_State . SetMoveSpeedRatio ( m_fValue ) ;
return CDnActorState : : StateTypeEnum : : ST_MoveSpeed ;
}
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_082 ( )
{
m_State . SetFinalDamageRatio ( m_fValue ) ;
return CDnActorState : : StateTypeEnum : : ST_FinalDamage ;
}
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_087 ( )
{
m_State . SetStrengthRatio ( m_fValue ) ;
return CDnActorState : : StateTypeEnum : : ST_Strength ;
}
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_088 ( )
{
m_State . SetAgilityRatio ( m_fValue ) ;
return CDnActorState : : StateTypeEnum : : ST_Agility ;
}
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_089 ( )
{
m_State . SetIntelligenceRatio ( m_fValue ) ;
return CDnActorState : : StateTypeEnum : : ST_Intelligence ;
}
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_090 ( )
{
m_State . SetStaminaRatio ( m_fValue ) ;
return CDnActorState : : StateTypeEnum : : ST_Stamina ;
}
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_093 ( )
{
m_State . SetDefenseM ( ( int ) m_fValue ) ;
return CDnActorState : : StateTypeEnum : : ST_DefenseM ;
}
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_094 ( )
{
m_State . SetDefenseMRatio ( m_fValue ) ;
return CDnActorState : : StateTypeEnum : : ST_DefenseM ;
}
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_123 ( )
{
m_State . SetStiffRatio ( m_fValue ) ;
return CDnActorState : : StateTypeEnum : : ST_Stiff ;
}
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_124 ( )
{
m_State . SetStiffResistanceRatio ( m_fValue ) ;
return CDnActorState : : StateTypeEnum : : ST_StiffResistance ;
}
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_125 ( )
{
m_State . SetCriticalRatio ( m_fValue ) ;
return CDnActorState : : StateTypeEnum : : ST_Critical ;
}
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_126 ( )
{
m_State . SetCriticalResistanceRatio ( m_fValue ) ;
return CDnActorState : : StateTypeEnum : : ST_CriticalResistance ;
}
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_127 ( )
{
m_State . SetStunRatio ( m_fValue ) ;
return CDnActorState : : StateTypeEnum : : ST_Stun ;
}
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_128 ( )
{
m_State . SetStunResistanceRatio ( m_fValue ) ;
return CDnActorState : : StateTypeEnum : : ST_StunResistance ;
}
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_200 ( )
{
m_State . SetAttackPMin ( ( int ) m_fValue ) ;
m_State . SetAttackPMax ( ( int ) m_fValue ) ;
return CDnActorState : : StateTypeEnum : : ST_AttackP ;
}
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_201 ( )
{
m_State . SetAttackPMinRatio ( m_fValue ) ;
m_State . SetAttackPMaxRatio ( m_fValue ) ;
return CDnActorState : : StateTypeEnum : : ST_AttackP ;
}
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_202 ( )
{
m_State . SetAttackMMin ( ( int ) m_fValue ) ;
m_State . SetAttackMMax ( ( int ) m_fValue ) ;
return CDnActorState : : StateTypeEnum : : ST_AttackM ;
}
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_203 ( )
{
m_State . SetAttackMMinRatio ( m_fValue ) ;
m_State . SetAttackMMaxRatio ( m_fValue ) ;
return CDnActorState : : StateTypeEnum : : ST_AttackM ;
}
void CDnBasicBlow : : DelBlowState ( )
{
m_hActor - > DelBlowState ( & m_State ) ;
}
CDnActorState : : StateTypeEnum CDnBasicBlow : : SetBlowState_234 ( )
{
m_State . SetCritical ( ( int ) m_fValue ) ;
return CDnActorState : : StateTypeEnum : : ST_Critical ;
}