#include "stdafx.h" #include "Character.h" #include "StatusManager.h" #include "SummonManager.h" // ----------------------------------------------------------------------------------------------------------- // for GameField/Sector grid VOID Character::OnEnterField( GameField & IN rField, const WzVector & IN rwzVec, int iAngle ) { GetStatusManager()->SetCondition( eCHAR_CONDITION_STANDUP ); Object::OnEnterField( rField, rwzVec, iAngle ); } VOID Character::OnLeaveField() { ASSERT( GetObjectKey() != 0 ); // ÀÚ½ÅÀ» Æ÷ÇÔÇÑ ÀÎÁ¢¼½ÅÍÀÇ NPCµé¿¡°Ô pObject°¡ Çʵ带 ¶°³µÀ½À» ¾Ë·ÁÁØ´Ù. AI_MSG_LEAVE_FIELD AILeaveMsg; AILeaveMsg.dwObjectKey = GetObjectKey(); SendToObservers( &AILeaveMsg, sizeof(AI_MSG_LEAVE_FIELD) ); // Çʵ带 ¶°³¯¶§ ¼ÒȯÁ¤º¸¸¦ ¶§ÁØ´Ù. SummonManager::Instance()->LeaveSummonNPCs( this ); Object::OnLeaveField(); } VOID Character::GetEtcStateTotalInfo(ETC_STATE_TOTAL_INFO* OUT rEtcStateTotalInfo) { m_pStatusManager->SerialzieEtcStatusInfo(*rEtcStateTotalInfo); }