191 lines
4.9 KiB
C++
191 lines
4.9 KiB
C++
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#include "StdAfx.h"
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#include "DnShieldBlow.h"
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#if defined( _GAMESERVER )
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#include "DnPlayerActor.h"
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#endif // #if defined( _GAMESERVER )
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#if !defined( USE_BOOST_MEMPOOL )
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#ifdef _DEBUG
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#define new new(_NORMAL_BLOCK,__FILE__,__LINE__)
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#endif
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#endif // #if !defined( USE_BOOST_MEMPOOL )
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CDnShieldBlow::CDnShieldBlow( DnActorHandle hActor, const char* szValue ) : CDnBlow( hActor )
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{
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m_StateBlow.emBlowIndex = STATE_BLOW::BLOW_055;
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SetValue( szValue );
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m_fValue = (float)atof( szValue );
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m_iDurability = (int)m_fValue;
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m_bCalcDamage = false;
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#if defined(_GAMESERVER)
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AddCallBackType( SB_AFTERONDEFENSEATTACK );
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AddCallBackType( SB_ONCALCDAMAGE );
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#endif // _GAMESERVER
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}
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CDnShieldBlow::~CDnShieldBlow(void)
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{
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}
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void CDnShieldBlow::OnBegin(LOCAL_TIME LocalTime, float fDelta )
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{
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OutputDebug( "CDnBlockBlow::OnBegin, Value:%d \n", (int)m_fValue );
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}
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void CDnShieldBlow::Process( LOCAL_TIME LocalTime, float fDelta )
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{
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CDnBlow::Process( LocalTime, fDelta );
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#ifdef _GAMESERVER
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if( m_iDurability <= 0 )
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{
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// Ŭ<><EFBFBD> <20><><EFBFBD><EFBFBD>ȿ<EFBFBD><C8BF> <20><><EFBFBD><EFBFBD><EFBFBD>϶<EFBFBD> <20><>Ŷ<EFBFBD><C5B6> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> blow <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ų<EFBFBD><C5B2>.
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m_hActor->CmdRemoveStateEffect( m_StateBlow.emBlowIndex, false );
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SetState( STATE_BLOW::STATE_END );
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}
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#endif
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}
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void CDnShieldBlow::OnEnd( LOCAL_TIME LocalTime, float fDelta )
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{
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OutputDebug( "CDnBlockBlow::OnEnd\n");
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}
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#ifdef _GAMESERVER
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bool CDnShieldBlow::OnDefenseAttack( DnActorHandle hHitter, CDnState* pAttackerState, CDnDamageBase::SHitParam &HitParam, bool bHitSuccess )
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{
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/* // #25797 <20><>Ʈ <20>ñ׳ο<D7B3> bIgnoreParring <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ߵ<EFBFBD><DFB5><EFBFBD><EFBFBD><EFBFBD> <20>ʴ´<CAB4>.
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if( HitParam.bIgnoreParring )
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return false;
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#if defined(PRE_FIX_BLOCK_CONDITION)
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//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ߵ<EFBFBD><DFB5><EFBFBD> fDamage<67><65> 0<>̶<EFBFBD><CCB6><EFBFBD> <20><><EFBFBD>̶<EFBFBD><CCB6><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ߵ<EFBFBD> <20><><EFBFBD><EFBFBD> <20>ϵ<EFBFBD><CFB5><EFBFBD>..
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//<2F>Ʊ<EFBFBD><C6B1><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> ó<><C3B3> fDamage <20><>0<EFBFBD≯<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ʵ<EFBFBD><CAB5><EFBFBD> <20><>.
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if (IsCanBlock(hHitter, m_hActor, HitParam) == false)
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return false;
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#else
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// hit percent <20><> 0% <20><> <20><><EFBFBD><EFBFBD> <20>ߵ<EFBFBD><DFB5><EFBFBD><EFBFBD><EFBFBD> <20>ʴ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>. (#21175)
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if( 0.0f == HitParam.fDamage )
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return false;
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#endif // PRE_FIX_BLOCK_CONDITION
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#if defined(PRE_ADD_49166)
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// <20>ǰ<EFBFBD><C7B0>ڰ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (Freezing / FrameStop) <20><><EFBFBD><EFBFBD>ȿ<EFBFBD><C8BF><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ǿ<EFBFBD> <20>ִ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ߵ<EFBFBD> <20><><EFBFBD><EFBFBD> <20>ʵ<EFBFBD><CAB5><EFBFBD>..
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if (IsInVaildBlockCondition(m_hActor) == true)
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return false;
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#endif // PRE_ADD_49166
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*/
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bool bResult = false;
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//<2F><><EFBFBD>⼭ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ȵǾ<C8B5> <20>Ѵ<EFBFBD>..
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m_bCalcDamage = false;
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int fDamage = (int)m_hActor->PreCalcDamage(hHitter, HitParam);
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//////////////////////////////////////////////////////////////////////////
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//#37215<31><35><EFBFBD><EFBFBD>..
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//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>⼭ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϸ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ŭ <20><><EFBFBD><EFBFBD>
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//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD>⼭ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>..
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//<2F><><EFBFBD><EFBFBD> <20><><EFBFBD>ж<EFBFBD><D0B6><EFBFBD><EFBFBD><EFBFBD> OnCalcDamage<67><65> ȣ<><C8A3> <20><>..
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//<2F><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ϸ<EFBFBD> OnCalcDamage<67><65> ȣ<><C8A3> <20>ȵ<EFBFBD>..
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//////////////////////////////////////////////////////////////////////////
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if( m_iDurability >= fDamage )
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{
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m_iDurability -= fDamage;
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//<2F>´<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ʵ<EFBFBD><CAB5><EFBFBD><EFBFBD>Ѵ<EFBFBD>.
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HitParam.szActionName.assign( "" );
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bResult = true;
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}
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else
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{
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//<2F><><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>Ǹ<EFBFBD> OnCalcDamage<67><65> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ǰ<EFBFBD>
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//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ŭ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>Ѵ<EFBFBD>.
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m_bCalcDamage = true;
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}
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return bResult;
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}
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float CDnShieldBlow::OnCalcDamage( float fOriginalDamage, CDnDamageBase::SHitParam& HitParam )
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{
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//OnDefenseAttack<63><6B><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ǹǷ<C7B9> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>꿡<EFBFBD><EABFA1><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> ó<><C3B3><EFBFBD><EFBFBD> <20>Ƿη<C7B7><CEB7>Ѵ<EFBFBD>.
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if (m_bCalcDamage == false)
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return 0.0f;
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//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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//<2F><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ŭ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϰ<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 0<><30><EFBFBD><EFBFBD>.
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float fDelta = (float)m_iDurability;
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m_iDurability = 0;
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return -fDelta;
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}
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#endif
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#if defined(PRE_ADD_PREFIX_SYSTE_RENEW)
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void CDnShieldBlow::AddStateEffectValue(const char* szOrigValue, const char* szAddValue, std::string& szNewValue)
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{
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char szBuff[128] = {0, };
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//<2F>ʿ<EFBFBD><CABF><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>
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float fValue[2];
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//////////////////////////////////////////////////////////////////////////
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//ù<><C3B9>° <20><>
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fValue[0] = (float)atof( szOrigValue );
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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//<2F>ι<EFBFBD>°
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fValue[1] = (float)atof( szAddValue );
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//////////////////////////////////////////////////////////////////////////
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//<2F><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD>Ѵ<EFBFBD>.
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float fResultValue = fValue[0] + fValue[1];
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sprintf_s(szBuff, "%f", fResultValue);
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szNewValue = szBuff;
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}
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void CDnShieldBlow::RemoveStateEffectValue(const char* szOrigValue, const char* szAddValue, std::string& szNewValue)
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{
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char szBuff[128] = {0, };
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//<2F>ʿ<EFBFBD><CABF><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>
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float fValue[2];
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//////////////////////////////////////////////////////////////////////////
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//ù<><C3B9>° <20><>
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fValue[0] = (float)atof( szOrigValue );
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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//<2F>ι<EFBFBD>°
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fValue[1] = (float)atof( szAddValue );
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//////////////////////////////////////////////////////////////////////////
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//<2F><> <20><><EFBFBD><EFBFBD>
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float fResultValue = fValue[0] - fValue[1];
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sprintf_s(szBuff, "%f", fResultValue);
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szNewValue = szBuff;
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}
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#endif // PRE_ADD_PREFIX_SYSTE_RENEW
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