125 lines
3.7 KiB
C++
125 lines
3.7 KiB
C++
#include "StdAfx.h"
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#include "DnDisarmamentBlow.h"
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#include "DnPlayerActor.h"
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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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CDnDisarmamentBlow::CDnDisarmamentBlow( DnActorHandle hActor, const char* szValue ) : CDnBlow( hActor )
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{
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m_StateBlow.emBlowIndex = STATE_BLOW::BLOW_237;
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SetValue( szValue );
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m_fValue = 0.0f;
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}
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CDnDisarmamentBlow::~CDnDisarmamentBlow(void)
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{
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}
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void CDnDisarmamentBlow::OnBegin( LOCAL_TIME LocalTime, float fDelta )
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{
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OutputDebug( "%s\n", __FUNCTION__);
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#if defined(PRE_ADD_50907)
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if (m_hActor)
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m_hActor->AddDisarmamentRefCount();
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//최초에 원래 무기를 받아 놓는다.
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if (m_hActor && m_hActor->GetDisarmamentRefCount() == 1)
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{
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DnWeaponHandle hOrigWeapon = m_hActor->GetWeapon(0);
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bool bOrigSelefDelete = m_hActor->GetWeaponSelfDelete(0);
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//ChangeWeaponBlow상태에 상관없이 현재 무기로만 되돌리면 된다..
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// //ChangeWeapon으로 무기가 변경 되었다면 원래 무기는 ChangeWeapon에 저장된 무기로 설정되어야 한다.
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// if (m_hActor->GetChangeWeaponRefCount() > 0)
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// {
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// hOrigWeapon = m_hActor->GetOrigWeaponWhenChangeWeapon();
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// bOrigSelefDelete = m_hActor->GetOrigWeaponWhenChangeWeaponSelfDelete();
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// }
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m_hActor->SetOrigWeaponWhenDisarmament(hOrigWeapon, bOrigSelefDelete);
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m_hActor->SetSkipOnAttatchDetachWeapon(true); //이 설정을 해놓아야 DetachWeapon에서 MASkillUser::OnDetachWeapon함수 호출이 안됨.(함수 내부에 상태효과 제거 호출이 될 수 있음)
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m_hActor->SetChangeWeaponLock(false);
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m_hActor->SetSkipChangeWeaponAction(true);
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m_hActor->DetachWeapon(0);
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m_hActor->SetSkipChangeWeaponAction(false);
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m_hActor->SetChangeWeaponLock(true);
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m_hActor->SetSkipOnAttatchDetachWeapon(false);
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if (m_hActor->IsPlayerActor())
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{
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CDnPlayerActor* pPlayerActor = dynamic_cast<CDnPlayerActor*>(m_hActor.GetPointer());
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if (pPlayerActor)
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pPlayerActor->SetBattleMode(false);
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}
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}
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#endif // PRE_ADD_50907
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}
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void CDnDisarmamentBlow::OnEnd( LOCAL_TIME LocalTime, float fDelta )
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{
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OutputDebug( "%s\n", __FUNCTION__);
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#if defined(PRE_ADD_50907)
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if (m_hActor)
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m_hActor->RemoveDisarmamentRefCount();
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if (m_hActor && m_hActor->GetDisarmamentRefCount() == 0)
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{
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//무기 다시 착용시 동작을 하지 않으면 기본 공격이 들어 가지 않게 됨.
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//그래서 무기 해제시는 동작 안하게 하고, 원래 무기로 착용시 동작을 하도록함.
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m_hActor->SetChangeWeaponLock(false);
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//m_hActor->SetSkipChangeWeaponAction(true);
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m_hActor->SetSkipOnAttatchDetachWeapon(true); //이 설정을 해놓아야 AttachWeapon/DetachWeapon에서 MASkillUser::OnAttachWeapon/OnDetachWeapon함수 호출이 안됨.(함수 내부에서 상태효과 제거/추가 호출이 될 수 있음)
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DnWeaponHandle hOrigWeapon = m_hActor->GetOrigWeaponWhenDisarmament();
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bool bSelfDelete = m_hActor->GetOrigWeaponWhenDisarmamentSelfDelete();
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if (hOrigWeapon)
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m_hActor->AttachWeapon(hOrigWeapon, 0, bSelfDelete);
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else
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m_hActor->DetachWeapon(0);
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//m_hActor->SetSkipChangeWeaponAction(false);
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m_hActor->SetSkipOnAttatchDetachWeapon(false);
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if (m_hActor->IsPlayerActor())
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{
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CDnPlayerActor* pPlayerActor = dynamic_cast<CDnPlayerActor*>(m_hActor.GetPointer());
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if (pPlayerActor)
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{
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if (hOrigWeapon)
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pPlayerActor->SetBattleMode(true);
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else
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pPlayerActor->SetBattleMode(false);
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}
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}
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}
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#endif // PRE_ADD_50907
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}
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#if defined(PRE_ADD_PREFIX_SYSTE_RENEW)
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void CDnDisarmamentBlow::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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szNewValue = szOrigValue;
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}
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void CDnDisarmamentBlow::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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szNewValue = szOrigValue;
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}
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#endif // PRE_ADD_PREFIX_SYSTE_RENEW
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