初步修复
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69
GameCommon/DnApplySEWhenTargetNormalHitProcessor.cpp
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69
GameCommon/DnApplySEWhenTargetNormalHitProcessor.cpp
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#include "StdAfx.h"
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#include "DnApplySEWhenTargetNormalHitProcessor.h"
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#include "DnActor.h"
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#ifdef _GAMESERVER
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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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CDnApplySEWhenTargetNormalHitProcessor::CDnApplySEWhenTargetNormalHitProcessor( DnActorHandle hActor, float fProbability ) :
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IDnSkillProcessor( hActor ),
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m_fProbability( fProbability )
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{
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m_iType = APPLY_SE_WHEN_TARGET_NORMAL_HIT;
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// MASkillUser 에 자기 자신의 객체의 포인터를 등록.
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m_hHasActor->AddApplySEWhenTargetNormalHitProcessor( this );
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}
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CDnApplySEWhenTargetNormalHitProcessor::~CDnApplySEWhenTargetNormalHitProcessor( void )
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{
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// MASkillUser 에서 제거.
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m_hHasActor->RemoveApplySEWhenTargetNormalHitProcessor( this );
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}
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void CDnApplySEWhenTargetNormalHitProcessor::OnBegin( LOCAL_TIME LocalTime, float fDelta, DnSkillHandle hParentSkill )
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{
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}
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void CDnApplySEWhenTargetNormalHitProcessor::Process( LOCAL_TIME LocalTime, float fDelta )
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{
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}
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void CDnApplySEWhenTargetNormalHitProcessor::OnEnd( LOCAL_TIME LocalTime, float fDelta )
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{
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}
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void CDnApplySEWhenTargetNormalHitProcessor::OnNormalHitSuccess( DnActorHandle hHittedTarget )
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{
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if( !m_hParentSkill )
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return;
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if( !hHittedTarget )
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return;
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if( hHittedTarget->IsDie() )
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return;
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int iNumSE = m_hParentSkill->GetStateEffectCount();
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for( int i = 0; i < iNumSE; ++i )
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{
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const CDnSkill::StateEffectStruct* pSE = m_hParentSkill->GetStateEffectFromIndex( i );
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// target 으로 지정된 녀석들만 넣어준다.
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if( CDnSkill::ApplyTarget == pSE->ApplyType )
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{
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hHittedTarget->CmdAddStateEffect( m_hParentSkill->GetInfo(), (STATE_BLOW::emBLOW_INDEX)pSE->nID, pSE->nDurationTime, pSE->szValue.c_str() );
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}
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}
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}
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#endif // #ifdef _GAMESERVER
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