//------------------------------------------------------------------------------ // SkillStateMagicShield.cpp // (C) 2005 Webzen Sunstudio //------------------------------------------------------------------------------ #include "SunClientPrecompiledHeader.h" #include "statebase.h" #include "SkillState.h" #include "SkillStateMagicShield.h" #include "Character.h" #include "ProjectileManagerEx.h" #include "SkillInfoParser.h" #include "SkillEffectFunc.h" BOOL SkillStateMagicShield::OnProcessCustemEvent( int nEventIndex, Object* pOwner, DWORD CurTime,DWORD dwTick ) { if( nEventIndex == 1 ) { Character* pCharacter = (Character*)pOwner; WzVector pos = pCharacter->GetArrowBonePos(0); if(pCharacter->GetVisiblePos()==pos)//¹«±âº»ÀÌ ¾øÀ¸¸é { pos = pCharacter->GetWeaponBonePos(0);//¼Õ¿¡¼­ ¹ß»ç } SkillEffectFunc::CreateHandEffect( pCharacter, pCharacter->GetObjectKey(), StrToWzID("D004"), pos); cTargetPosition Position; Position.SetTargetVisiblePosition( pCharacter->GetObjectKey(), TRUE ); Position.SetOffsetPosition( 0.0f, 0.0f, 0.95f ); g_ProjectileManagerEx.CreateEffect( pCharacter->GetObjectKey(), StrToWzID("K360"), 5000, Position ); } return TRUE; }