53 lines
1.7 KiB
C++
53 lines
1.7 KiB
C++
#pragma once
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#include "dnblow.h"
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#include "DnActorStatIntervalManipulator.h"
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class CDnAddStateOnConditionBlow : public CDnBlow, public TBoostMemoryPool< CDnAddStateOnConditionBlow >
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{
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private:
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float m_fRate; //확률
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int m_nHitStateBlowIndex; //Hit시 상태 효과 Index
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int m_nHitAttackAttribute; //Hit시 공격 속성
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int m_nDestStateBlowIndex; //조건이 맞을때 추가될 상태효과 Index
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std::string m_strStateAttribute;
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int m_nStateDurationTime;
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void SetInfo(const char* szValue);
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public:
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CDnAddStateOnConditionBlow( DnActorHandle hActor, const char* szValue );
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virtual ~CDnAddStateOnConditionBlow(void);
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void OnBegin( LOCAL_TIME LocalTime, float fDelta );
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void Process( LOCAL_TIME LocalTime, float fDelta );
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void OnEnd( LOCAL_TIME LocalTime, float fDelta );
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#ifdef _GAMESERVER
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virtual void OnTargetHit( DnActorHandle hTargetActor );
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#else
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virtual bool OnCustomIntervalProcess( void );
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void ShowGraphicEffect(bool bShow);
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#endif
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#if defined(_GAMESERVER)
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protected:
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//////////////////////////////////////////////////////////////////////////
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// 확률계산이 액터당 되지 않도록 하기위한 처리.
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bool m_bCalcProb; //확률계산 여부
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bool m_bOnDamaged; //맞았는지 확인.
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bool CalcProb();
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//////////////////////////////////////////////////////////////////////////
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#else
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CDnActorStatIntervalManipulator m_IntervalChecker;
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bool m_bGraphicEffectShow;
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bool m_bTrigger;
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#endif // _GAMESERVER
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#if defined(PRE_ADD_PREFIX_SYSTE_RENEW)
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public:
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static void AddStateEffectValue(const char* szOrigValue, const char* szAddValue, std::string& szNewValue);
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static void RemoveStateEffectValue(const char* szOrigValue, const char* szAddValue, std::string& szNewValue);
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#endif // PRE_ADD_PREFIX_SYSTE_RENEW
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};
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