#pragma once #ifndef GAMESERVER_CANCEL_STATUS_ABILITY_H #define GAMESERVER_CANCEL_STATUS_ABILITY_H #include "Ability.h" //================================================================================================== class CancelStatusAbility : public Ability { public: CancelStatusAbility(void); virtual ~CancelStatusAbility(void); //virtual void Init(Skill* skill, const BASE_ABILITYINFO* base_ability_info); //virtual void InitDetailed(Character* attacker, // SLOTCODE skill_code, SkillInfo* skill_info_data, // BYTE skill_stat_type, const BASE_ABILITYINFO* base_ability_info); //virtual void Release(Character* target); //// //virtual eABILITY_TYPE GetAbilityType() const; virtual bool IsValidStateID() const; //// //virtual bool CanExecute(Character* attacker, // Character* target, DWORD main_target_key, WzVector main_target_pos); virtual bool Execute(Character* target, BYTE* pMsg, WORD& wMsgSize); //virtual bool ExecuteEffect(BYTE* pMsg, WORD& wMsgSize); //virtual void SetBonusEffect(BONUS_ABILITY_EFFECT* bonus_ability_effect); }; //================================================================================================== //virtual inline bool CancelStatusAbility::IsValidStateID() const { switch (GetStateID()) { case eCHAR_STATE_CANCELATION: // (WAVERIX) (090313) CancelStatusAbility¿¡ Àû¹ýÇÑ »óÅÂ Ãß°¡ case eCHAR_STATE_BUFF_CANCEL: return true; default: return false; } } #endif //GAMESERVER_CANCEL_STATUS_ABILITY_H