102 lines
3 KiB
C++
102 lines
3 KiB
C++
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#include "StdAfx.h"
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#include "DnShooterProp.h"
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#include "DnStateBlow.h"
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#include "DnTableDB.h"
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#include "DnProjectile.h"
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CDnShooterProp::CDnShooterProp( CMultiRoom* pRoom ) : CDnWorldActProp( pRoom ),
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CDnDamageBase( DamageObjectTypeEnum::Prop )
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{
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}
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CDnShooterProp::~CDnShooterProp(void)
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{
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}
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bool CDnShooterProp::Initialize( CEtWorldSector *pParentSector, const char *szPropName, EtVector3 &vPos, EtVector3 &vRotate, EtVector3 &vScale )
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{
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if( CDnWorldActProp::Initialize( pParentSector, szPropName, vPos, vRotate, vScale ) == false ) return false;
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if( m_hMonster ) *m_hMonster->GetMatEx() = *GetMatEx();
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return true;
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}
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bool CDnShooterProp::InitializeTable( int nTableID )
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{
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if( CDnWorldActProp::InitializeTable(nTableID) == false ) return false;
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bool bResult = false;
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if( GetData() )
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{
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ProjectileShooterStruct* pStruct = (ProjectileShooterStruct*)GetData();
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int nMonsterTableID = pStruct->nMonsterTableID;
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int nSkillTableID = pStruct->nSkillTableID;
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int nSkillLevel = pStruct->nSkillLevel;
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//#61146 TrapŸ<70><C5B8> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ݷ<EFBFBD><DDB7><EFBFBD> <20><><EFBFBD>̵<EFBFBD><CCB5><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ٸ<EFBFBD><D9B8><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>.
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#ifdef PER_ADD_PROP_TRAP_DIFFICULT_SET
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bResult = InitializeMonsterActorProp( nMonsterTableID, pStruct->MonsterWeight );
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#else
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bResult = InitializeMonsterActorProp( nMonsterTableID );
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#endif
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if( bResult )
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{
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//m_hMonster->SetUniqueID( STATIC_INSTANCE(CDnActor::s_dwUniqueCount)++ );
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m_SkillComponent.Initialize( nSkillTableID, nSkillLevel );
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// <20>ϴ<EFBFBD> <20><EFBFBD><D7BC><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ʵ<EFBFBD><CAB5><EFBFBD><EFBFBD>Ѵ<EFBFBD>. <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Ŭ<><C5AC><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD><C3B0><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>Ѵ<EFBFBD>..
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SetAction( "Idle", 0.0f, 0.0f );
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}
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}
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return bResult;
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}
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// <20>ϴ<EFBFBD> Shooter <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ų<EFBFBD><C5B3><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><EFBFBD>Ʈ <20>غ<EFBFBD><D8BA><EFBFBD>..
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void CDnShooterProp::OnSignal( SignalTypeEnum Type, void *pPtr, LOCAL_TIME LocalTime, LOCAL_TIME SignalStartTime, LOCAL_TIME SignalEndTime, int nSignalIndex )
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{
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if( m_hMonster )
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{
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*(m_hMonster->GetMatEx()) = m_Cross;
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m_SkillComponent.OnSignal( m_hMonster, GetMySmartPtr(), Type, pPtr, LocalTime, SignalStartTime, SignalEndTime, nSignalIndex );
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}
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}
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void CDnShooterProp::OnSyncComplete( CDNUserSession* pBreakIntoGameSession/*=NULL*/ )
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{
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if( pBreakIntoGameSession )
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CmdAction( GetCurrentAction(), pBreakIntoGameSession );
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else
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CmdAction( m_szDefaultActionName.c_str(), pBreakIntoGameSession );
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}
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// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD>ü<EFBFBD><C3BC> Ŭ<><C5AC><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>Ȯ<EFBFBD>ϰ<EFBFBD> <20>¾ƾ<C2BE> <20>ϱ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD> <20><><EFBFBD>涧<EFBFBD><E6B6A7><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>Ŷ<EFBFBD><C5B6> <20><><EFBFBD><EFBFBD><EFBFBD>ش<EFBFBD>.
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void CDnShooterProp::OnChangeAction( const char *szPrevAction )
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{
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//// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ٸ<EFBFBD> <20><EFBFBD><D7BC><EFBFBD><EFBFBD><EFBFBD> <20>ٲ<EFBFBD><D9B2><EFBFBD> <20>ʴ<EFBFBD> <20>̻<EFBFBD> idle <20><> <20>ݺ<EFBFBD><DDBA>DZ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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//// idle <20><EFBFBD><D7BC><EFBFBD> <20><><EFBFBD>쿣 idle <20><> <20><><EFBFBD><EFBFBD><EFBFBD>Ǿ<EFBFBD><C7BE><EFBFBD> <20><> <20>ѹ<EFBFBD><D1B9><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
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//// Idle <20><EFBFBD><D7BC><EFBFBD> ª<><C2AA> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><>Ŷ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD>. (#17409)
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//const char* pCurrentAction = GetCurrentAction();
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//if( strcmp(pCurrentAction, "Idle") == 0 )
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//{
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// if( strcmp(szPrevAction, "Idle") != 0 )
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// {
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// ActionSync( pCurrentAction );
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// }
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//}
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//else
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// ActionSync( pCurrentAction );
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// <20><EFBFBD><D7BC><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ǿ<EFBFBD><C7BE><EFBFBD> <20><><EFBFBD><EFBFBD> <20><>Ŷ <20><><EFBFBD><EFBFBD>.
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if( m_nActionIndex != m_nPrevActionIndex )
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ActionSync( GetCurrentAction() );
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}
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