140 lines
No EOL
3.5 KiB
C++
140 lines
No EOL
3.5 KiB
C++
#include "StdAfx.h"
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#include "DnBoneCrushBlow.h"
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#include "DnSkill.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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CDnBoneCrushBlow::CDnBoneCrushBlow( DnActorHandle hActor, const char* szValue ) : CDnBlow( hActor )
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{
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m_StateBlow.emBlowIndex = STATE_BLOW::BLOW_161;
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SetValue( szValue );
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m_nAddDamage = atoi( szValue );
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m_bOnDamaged = false;
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#ifdef _GAMESERVER
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AddCallBackType( SB_ONCALCDAMAGE );
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#endif
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}
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CDnBoneCrushBlow::~CDnBoneCrushBlow(void)
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{
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}
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void CDnBoneCrushBlow::OnBegin( LOCAL_TIME LocalTime, float fDelta )
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{
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__super::OnBegin(LocalTime, fDelta);
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}
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void CDnBoneCrushBlow::Process( LOCAL_TIME LocalTime, float fDelta )
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{
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__super::Process(LocalTime, fDelta);
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#if defined(_GAMESERVER)
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#if defined(PRE_FIX_61382)
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DnActorHandle hActor = CDnActor::GetOwnerActorHandle(m_hActor);
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//#30953 1타 2킬 상황 막음. - 액터가 죽었으면 데미지 처리 안되도록..
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if (m_bOnDamaged && hActor && !hActor->IsDie())
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{
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m_hActor->RequestDamageFromStateBlow(GetMySmartPtr(), m_nAddDamage);
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m_bOnDamaged = false;
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// 죽었나 체크
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if( hActor->IsDie() )
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hActor->Die( m_ParentSkillInfo.hSkillUser );
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OutputDebug("%s Damage :: %d\n", __FUNCTION__, m_nAddDamage);
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}
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#else
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//#30953 1타 2킬 상황 막음. - 액터가 죽었으면 데미지 처리 안되도록..
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if (m_bOnDamaged && m_hActor && !m_hActor->IsDie())
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{
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m_hActor->RequestDamageFromStateBlow(GetMySmartPtr(), m_nAddDamage);
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m_bOnDamaged = false;
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// 죽었나 체크
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if( m_hActor->GetHP() <= 0.f )
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m_hActor->Die( m_ParentSkillInfo.hSkillUser );
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OutputDebug("%s Damage :: %d\n", __FUNCTION__, m_nAddDamage);
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}
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#endif // PRE_FIX_61382
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#endif // _GAMESERVER
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}
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void CDnBoneCrushBlow::OnEnd( LOCAL_TIME LocalTime, float fDelta )
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{
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__super::OnEnd(LocalTime, fDelta);
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}
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#if defined(_GAMESERVER)
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float CDnBoneCrushBlow::OnCalcDamage( float fOriginalDamage, CDnDamageBase::SHitParam& HitParam )
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{
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//여기 들어 오면 맞은거.. 플래그 설정 해놓고.. Process에서 추가 데미지 요청하고 리셋..
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m_bOnDamaged = true;
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return 0.0f;
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}
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#endif // _GAMESERVER
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#if defined(PRE_ADD_PREFIX_SYSTE_RENEW)
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void CDnBoneCrushBlow::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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//필요한 값 변수
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int iValue[2];
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//////////////////////////////////////////////////////////////////////////
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//첫번째 값
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iValue[0] = atoi( szOrigValue );
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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//두번째
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iValue[1] = atoi( szAddValue );
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//////////////////////////////////////////////////////////////////////////
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//두 값을 더한다.
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int iResultValue = iValue[0] + iValue[1];
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sprintf_s(szBuff, "%d", iResultValue);
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szNewValue = szBuff;
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}
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void CDnBoneCrushBlow::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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//필요한 값 변수
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int iValue[2];
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//////////////////////////////////////////////////////////////////////////
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//첫번째 값
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iValue[0] = atoi( szOrigValue );
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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//두번째
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iValue[1] = atoi( szAddValue );
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//////////////////////////////////////////////////////////////////////////
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//두 값을 더한다.
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int iResultValue = iValue[0] - iValue[1];
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sprintf_s(szBuff, "%d", iResultValue);
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szNewValue = szBuff;
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}
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#endif // PRE_ADD_PREFIX_SYSTE_RENEW
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