初步修复
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Server/DNGameServer/DnWorldHitStateEffectProp.cpp
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90
Server/DNGameServer/DnWorldHitStateEffectProp.cpp
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#include "StdAfx.h"
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#include "DnWorldHitStateEffectProp.h"
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CDnWorldHitStateEffectProp::CDnWorldHitStateEffectProp( CMultiRoom* pRoom ) : CDnWorldActProp( pRoom ),
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CDnDamageBase( DamageObjectTypeEnum::Prop )
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//,m_pFSM( new TDnFiniteStateMachine<DnPropHandle>(GetMySmartPtr()) )
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{
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}
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CDnWorldHitStateEffectProp::~CDnWorldHitStateEffectProp(void)
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{
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//SAFE_DELETE( m_pFSM );
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ReleasePostCustomParam();
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}
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bool CDnWorldHitStateEffectProp::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 )
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return false;
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if( m_hMonster )
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*m_hMonster->GetMatEx() = *GetMatEx();
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return true;
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}
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bool CDnWorldHitStateEffectProp::InitializeTable( int nTableID )
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{
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if( CDnWorldActProp::InitializeTable( nTableID ) == false )
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return false;
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if( GetData() )
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{
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HitStateEffectStruct *pStruct = static_cast< HitStateEffectStruct * >( GetData() );
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#ifdef PER_ADD_PROP_TRAP_DIFFICULT_SET
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bool bResult = InitializeMonsterActorProp( pStruct->MonsterTableID, pStruct->MonsterWeight );
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#else
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bool bResult = InitializeMonsterActorProp( pStruct->MonsterTableID );
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#endif
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if( bResult )
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{
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// Skill Component.
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if( 0 != pStruct->SkillTableID )
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m_SkillComponent.Initialize( pStruct->SkillTableID, pStruct->SkillLevel );
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// HitComponent.
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m_HitComponent.Initialize( m_hMonster, &m_Cross, GetMySmartPtr(), this );
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// FSM.
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// CDnPropState * pNormalState = CDnPropState::Create( GetMySmartPtr(), CDnPropState::NORMAL );
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}
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else
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return false;
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}
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return true;
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}
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void CDnWorldHitStateEffectProp::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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if( m_hMonster )
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{
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DNVector(DnActorHandle) vlHittedActors;
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m_HitComponent.OnSignal( Type, pPtr, LocalTime, SignalStartTime, SignalEndTime, nSignalIndex, &vlHittedActors );
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if( false == vlHittedActors.empty() )
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{
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HitStruct * pStruct = (HitStruct *)pPtr;
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// 프랍에 적용될 때는 스킬에 있는 타겟 타입등은 무시하고 절차의 간소화를 위해서 hitsignal 을 통과한 경우
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// 스킬에 지정된 대상 팀 체크를 따로 하지 않는다.
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m_SkillComponent.ApplyStateBlowsToTheseTargets( m_hMonster, vlHittedActors, pStruct );
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}
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}
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// CDnWorldBrokenProp::OnSignal( Type, pPtr, LocalTime, SignalStartTime, SignalEndTime, nSignalIndex );
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}
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