DragonNest/GameCommon/DnDisarmamentBlow.cpp

126 lines
3.7 KiB
C++
Raw Normal View History

2024-12-19 09:48:26 +08:00
#include "StdAfx.h"
#include "DnDisarmamentBlow.h"
#include "DnPlayerActor.h"
#if !defined( USE_BOOST_MEMPOOL )
#ifdef _DEBUG
#define new new(_NORMAL_BLOCK,__FILE__,__LINE__)
#endif
#endif // #if !defined( USE_BOOST_MEMPOOL )
CDnDisarmamentBlow::CDnDisarmamentBlow( DnActorHandle hActor, const char* szValue ) : CDnBlow( hActor )
{
m_StateBlow.emBlowIndex = STATE_BLOW::BLOW_237;
SetValue( szValue );
m_fValue = 0.0f;
}
CDnDisarmamentBlow::~CDnDisarmamentBlow(void)
{
}
void CDnDisarmamentBlow::OnBegin( LOCAL_TIME LocalTime, float fDelta )
{
OutputDebug( "%s\n", __FUNCTION__);
#if defined(PRE_ADD_50907)
if (m_hActor)
m_hActor->AddDisarmamentRefCount();
//<2F><><EFBFBD>ʿ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><20>޾<EFBFBD> <20><><EFBFBD>´<EFBFBD>.
if (m_hActor && m_hActor->GetDisarmamentRefCount() == 1)
{
DnWeaponHandle hOrigWeapon = m_hActor->GetWeapon(0);
bool bOrigSelefDelete = m_hActor->GetWeaponSelfDelete(0);
//ChangeWeaponBlow<6F><77><EFBFBD>¿<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>θ<EFBFBD> <20>ǵ<EFBFBD><C7B5><EFBFBD><EFBFBD><EFBFBD> <20>ȴ<EFBFBD>..
// //ChangeWeapon<6F><6E><EFBFBD><EFBFBD> <20><><EFBFBD><20><><EFBFBD><EFBFBD> <20>Ǿ<EFBFBD><C7BE>ٸ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ChangeWeapon<6F><6E> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ǿ<EFBFBD><C7BE><EFBFBD> <20>Ѵ<EFBFBD>.
// if (m_hActor->GetChangeWeaponRefCount() > 0)
// {
// hOrigWeapon = m_hActor->GetOrigWeaponWhenChangeWeapon();
// bOrigSelefDelete = m_hActor->GetOrigWeaponWhenChangeWeaponSelfDelete();
// }
m_hActor->SetOrigWeaponWhenDisarmament(hOrigWeapon, bOrigSelefDelete);
m_hActor->SetSkipOnAttatchDetachWeapon(true); //<2F><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>س<EFBFBD><D8B3>ƾ<EFBFBD> DetachWeapon<6F><6E><EFBFBD><EFBFBD> MASkillUser::OnDetachWeapon<6F>Լ<EFBFBD> ȣ<><C8A3><EFBFBD><EFBFBD> <20>ȵ<EFBFBD>.(<28>Լ<EFBFBD> <20><><EFBFBD>ο<EFBFBD> <20><><EFBFBD><EFBFBD>ȿ<EFBFBD><C8BF> <20><><EFBFBD><EFBFBD> ȣ<><C8A3><EFBFBD><EFBFBD> <20><> <20><> <20><><EFBFBD><EFBFBD>)
m_hActor->SetChangeWeaponLock(false);
m_hActor->SetSkipChangeWeaponAction(true);
m_hActor->DetachWeapon(0);
m_hActor->SetSkipChangeWeaponAction(false);
m_hActor->SetChangeWeaponLock(true);
m_hActor->SetSkipOnAttatchDetachWeapon(false);
if (m_hActor->IsPlayerActor())
{
CDnPlayerActor* pPlayerActor = dynamic_cast<CDnPlayerActor*>(m_hActor.GetPointer());
if (pPlayerActor)
pPlayerActor->SetBattleMode(false);
}
}
#endif // PRE_ADD_50907
}
void CDnDisarmamentBlow::OnEnd( LOCAL_TIME LocalTime, float fDelta )
{
OutputDebug( "%s\n", __FUNCTION__);
#if defined(PRE_ADD_50907)
if (m_hActor)
m_hActor->RemoveDisarmamentRefCount();
if (m_hActor && m_hActor->GetDisarmamentRefCount() == 0)
{
//<2F><><EFBFBD><EFBFBD> <20>ٽ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ʰ<EFBFBD> <20><>.
//<2F>׷<EFBFBD><D7B7><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ô<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD>ϰ<EFBFBD> <20>ϰ<EFBFBD>, <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD><EFBFBD>.
m_hActor->SetChangeWeaponLock(false);
//m_hActor->SetSkipChangeWeaponAction(true);
m_hActor->SetSkipOnAttatchDetachWeapon(true); //<2F><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>س<EFBFBD><D8B3>ƾ<EFBFBD> AttachWeapon/DetachWeapon<6F><6E><EFBFBD><EFBFBD> MASkillUser::OnAttachWeapon/OnDetachWeapon<6F>Լ<EFBFBD> ȣ<><C8A3><EFBFBD><EFBFBD> <20>ȵ<EFBFBD>.(<28>Լ<EFBFBD> <20><><EFBFBD>ο<EFBFBD><CEBF><EFBFBD> <20><><EFBFBD><EFBFBD>ȿ<EFBFBD><C8BF> <20><><EFBFBD><EFBFBD>/<2F>߰<EFBFBD> ȣ<><C8A3><EFBFBD><EFBFBD> <20><> <20><> <20><><EFBFBD><EFBFBD>)
DnWeaponHandle hOrigWeapon = m_hActor->GetOrigWeaponWhenDisarmament();
bool bSelfDelete = m_hActor->GetOrigWeaponWhenDisarmamentSelfDelete();
if (hOrigWeapon)
m_hActor->AttachWeapon(hOrigWeapon, 0, bSelfDelete);
else
m_hActor->DetachWeapon(0);
//m_hActor->SetSkipChangeWeaponAction(false);
m_hActor->SetSkipOnAttatchDetachWeapon(false);
if (m_hActor->IsPlayerActor())
{
CDnPlayerActor* pPlayerActor = dynamic_cast<CDnPlayerActor*>(m_hActor.GetPointer());
if (pPlayerActor)
{
if (hOrigWeapon)
pPlayerActor->SetBattleMode(true);
else
pPlayerActor->SetBattleMode(false);
}
}
}
#endif // PRE_ADD_50907
}
#if defined(PRE_ADD_PREFIX_SYSTE_RENEW)
void CDnDisarmamentBlow::AddStateEffectValue(const char* szOrigValue, const char* szAddValue, std::string& szNewValue)
{
char szBuff[128] = {0, };
szNewValue = szOrigValue;
}
void CDnDisarmamentBlow::RemoveStateEffectValue(const char* szOrigValue, const char* szAddValue, std::string& szNewValue)
{
char szBuff[128] = {0, };
szNewValue = szOrigValue;
}
#endif // PRE_ADD_PREFIX_SYSTE_RENEW