DragonNest/GameCommon/DnPropActor.cpp

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#include "StdAfx.h"
#include "DnPropActor.h"
#include "DnSkill.h"
#ifdef _DEBUG
#define new new(_NORMAL_BLOCK,__FILE__,__LINE__)
#endif
#ifdef _GAMESERVER
CDnPropActor::CDnPropActor( CMultiRoom* pRoom, int nClassID ) : CDnActor( pRoom, nClassID )
#else
CDnPropActor::CDnPropActor( int nClassID, bool bProcess ) : CDnActor( nClassID, bProcess )
#endif
{
}
CDnPropActor::~CDnPropActor(void)
{
//SAFE_RELEASE_SPTRVEC( m_vlhSkillList );
}
bool CDnPropActor::Initialize( void )
{
CDnActorState::Initialize( m_nClassID );
CDnActor::Initialize();
return true;
}
//
//bool CDnPropActor::AddPropSkill( int iSkillID, int iSkillLevelID )
//{
// bool bResult = false;
//
// DnSkillHandle hSkill = CDnSkill::CreateSkill( GetMySmartPtr(), iSkillID, iSkillLevelID );
// if( hSkill )
// {
// m_vlhSkillList.push_back( hSkill );
// bResult = true;
// }
//
// return bResult;
//}
//
//
//DnSkillHandle CDnPropActor::UsePropSkill( int iSkillID, LOCAL_TIME LocalTime, float fDelta )
//{
// DnSkillHandle hUseSkill;
//
// int iNumSkills = (int)m_vlhSkillList.size();
// for( int iSkill = 0; iSkill < iNumSkills; ++iSkill )
// {
// DnSkillHandle hSkill = m_vlhSkillList.at( iSkill );
// if( hSkill->GetClassID() == iSkillID )
// {
// hSkill->OnBegin( LocalTime, fDelta );
//
// // NOTE: MASkillUser<65><72> m_hProcessSkill <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ų<EFBFBD><C5B3> <20>ٲ<EFBFBD><D9B2>ش<EFBFBD>.
// // <20>˾Ƽ<CBBE> CDnActor <20>ʿ<EFBFBD><CABF><EFBFBD> Processing <20>ȴ<EFBFBD>.
// MASkillUser::m_hProcessSkill = hSkill;
// hUseSkill = hSkill;
// break;
// }
// }
//
// return hUseSkill;
//}
// <20><><EFBFBD>Ŀ<EFBFBD> <20><>ų<EFBFBD><C5B3> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><20><>Ŷ <20>޾Ƽ<DEBE> ó<><C3B3> <20><><EFBFBD><EFBFBD>.
//void CDnPropActor::OnDispatchMessage( DWORD dwActorProtocol, BYTE *pPacket )
//{
//
//}