40 lines
1.2 KiB
C
40 lines
1.2 KiB
C
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#pragma once
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#include "dnblow.h"
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#include "DnActorStatIntervalManipulator.h"
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class CDnAddStateOnTimerBlow : public CDnBlow, public TBoostMemoryPool< CDnAddStateOnTimerBlow >
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{
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private:
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float m_fRate; //Ȯ<><C8AE>
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int m_nDestStateBlowIndex; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>߰<EFBFBD><DFB0><EFBFBD> <20><><EFBFBD><EFBFBD>ȿ<EFBFBD><C8BF> Index
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std::string m_strStateAttribute;
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int m_nStateDurationTime;
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float m_fRange; //Ž<><C5BD> <20><><EFBFBD><EFBFBD>
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DWORD m_TimerTime; //<2F>ð<EFBFBD> <20><><EFBFBD><EFBFBD>
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void SetInfo(const char* szValue);
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public:
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CDnAddStateOnTimerBlow( DnActorHandle hActor, const char* szValue );
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virtual ~CDnAddStateOnTimerBlow(void);
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void OnBegin( LOCAL_TIME LocalTime, float fDelta );
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void Process( LOCAL_TIME LocalTime, float fDelta );
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void OnEnd( LOCAL_TIME LocalTime, float fDelta );
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#ifdef _GAMESERVER
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virtual bool OnCustomIntervalProcess( void );
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protected:
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CDnActorStatIntervalManipulator m_IntervalChecker;
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#endif // _GAMESERVER
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#if defined(PRE_ADD_PREFIX_SYSTE_RENEW)
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public:
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static void AddStateEffectValue(const char* szOrigValue, const char* szAddValue, std::string& szNewValue);
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static void RemoveStateEffectValue(const char* szOrigValue, const char* szAddValue, std::string& szNewValue);
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#endif // PRE_ADD_PREFIX_SYSTE_RENEW
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};
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