//------------------------------------------------------------------------------ // SkillStateMonsterSummonGroup.cpp // (C) 2005 Webzen Sunstudio //------------------------------------------------------------------------------ #include "SunClientPrecompiledHeader.h" #include "statebase.h" #include "SkillState.h" #include "stateattack.h" #include ".\stateheroattack.h" #include "SkillStateFactory.h" #include ".\SkillStateMonsterSummonGroup.h" #include "../Character.h" #include "..\soundeffect.h" //------------------------------------------------------------------------------ /** */ SkillStateMonsterSummonGroup::SkillStateMonsterSummonGroup(int iLevel) { m_iLevel = iLevel; } //------------------------------------------------------------------------------ /** */ SkillStateMonsterSummonGroup::~SkillStateMonsterSummonGroup() { } //------------------------------------------------------------------------------ /** */ BOOL SkillStateMonsterSummonGroup::CanTransite(Object* pOwner, DWORD CurTime, StateBase* pToTransiteState) { return TRUE; } //------------------------------------------------------------------------------ /** */ STATECHANGE::TYPE SkillStateMonsterSummonGroup::OnStart(Object* pOwner, DWORD CurTime) { Character* pChr = (Character*)pOwner; pChr->SetAnimation("S001",FALSE); m_iHealCount = 0; Character *pTarget = (Character *)pChr->GetTargetObject(); if (pTarget) { pChr->SetDirection(&pTarget->GetPosition()); } assert(pChr->IsKindOfObject(MONSTER_OBJECT)); return StateSkill::OnStart(pOwner,CurTime); } //------------------------------------------------------------------------------ /** */ STATEPROCESS::TYPE SkillStateMonsterSummonGroup::OnProcess(Object* pOwner, DWORD CurTime,DWORD dwTick) { EnterProcess(pOwner,CurTime,dwTick); Character* pChr = (Character*)pOwner; // Ÿ°ÝÁ¡ üũ CheckEvent(); if(ProcessHit(pChr,1)) { Character *pTarget = (Character *)pChr->GetTargetObject(); if (pTarget) { g_SoundEffect.Play(4,&pTarget->GetPosition()); } } return LeaveProcess(pOwner,CurTime,dwTick); } //------------------------------------------------------------------------------ /** */ STATECHANGE::TYPE SkillStateMonsterSummonGroup::OnEnd(Object* pOwner, DWORD CurTime) { Character* pChr = (Character*)pOwner; return StateSkill::OnEnd(pOwner,CurTime); }