DragonNest/GameCommon/DnPhysicalAttackToMagicalAttackBlow.cpp
Cussrro 47f7895977 Revert "修复编码问题"
This reverts commit 9e69c01767.
2024-12-21 10:04:04 +08:00

74 lines
1.8 KiB
C++

#include "StdAfx.h"
#include "DnPhysicalAttackToMagicalAttackBlow.h"
#if !defined( USE_BOOST_MEMPOOL )
#ifdef _DEBUG
#define new new(_NORMAL_BLOCK,__FILE__,__LINE__)
#endif
#endif // #if !defined( USE_BOOST_MEMPOOL )
CDnPhysicalAttackToMagicalAttackBlow::CDnPhysicalAttackToMagicalAttackBlow( DnActorHandle hActor, const char* szValue ) : CDnBlow( hActor )
{
m_StateBlow.emBlowIndex = STATE_BLOW::BLOW_180;
SetValue( szValue );
}
CDnPhysicalAttackToMagicalAttackBlow::~CDnPhysicalAttackToMagicalAttackBlow(void)
{
}
void CDnPhysicalAttackToMagicalAttackBlow::OnBegin(LOCAL_TIME LocalTime, float fDelta )
{
__super::OnBegin(LocalTime, fDelta);
}
void CDnPhysicalAttackToMagicalAttackBlow::Process( LOCAL_TIME LocalTime, float fDelta )
{
__super::Process( LocalTime, fDelta );
}
void CDnPhysicalAttackToMagicalAttackBlow::OnEnd( LOCAL_TIME LocalTime, float fDelta )
{
// 매지컬 브리즈 상태효과가 종료될 때 바뀌어서 들어갔던 상태효과들 원래대로 돌려놓고.
DNVector( DnBlowHandle ) vlBlows;
m_hActor->GetAllAppliedStateBlow( vlBlows );
for( int i = 0; i < (int)vlBlows.size(); ++i )
{
DnBlowHandle hBlow = vlBlows.at( i );
if( hBlow->IsChangedBlowIndex() )
{
hBlow->RestoreOriginalBlowIndex();
}
}
// 모든 능력치 다시 갱신.
m_hActor->RefreshState();
__super::OnEnd(LocalTime, fDelta);
}
#if defined(PRE_ADD_PREFIX_SYSTE_RENEW)
void CDnPhysicalAttackToMagicalAttackBlow::AddStateEffectValue(const char* szOrigValue, const char* szAddValue, std::string& szNewValue)
{
char szBuff[128] = {0, };
szNewValue = szOrigValue;
}
void CDnPhysicalAttackToMagicalAttackBlow::RemoveStateEffectValue(const char* szOrigValue, const char* szAddValue, std::string& szNewValue)
{
char szBuff[128] = {0, };
szNewValue = szOrigValue;
}
#endif // PRE_ADD_PREFIX_SYSTE_RENEW