#pragma once //_NA_005026_20120527_CHAOS_ZONE_BATTLE_GROUND class GameInstanceDungeon; class ChaosZone { public: ChaosZone() : instance_dugeon_(NULL) { } virtual ~ChaosZone() {} virtual void Init(GameInstanceDungeon* const instance_dungeon) = 0; virtual void Release() = 0; virtual void Update() = 0; virtual bool EnterPlayer(Player* const player) = 0; virtual void LeavePlayer(Player* const player) = 0; virtual void EnterTeam(const ChaosZoneTeam team_key, const BYTE player_count, DWORD* user_key_list) = 0; #ifdef _NA_008679_20160202_REWORK_BATTLEGROUND virtual void EnterTeam(MSG_AG_BATTLE_GROUND_ENTER_TEAM_CMD* cmd_msg) {} #endif //_NA_008679_20160202_REWORK_BATTLEGROUND virtual void DeadCharacter(Character* const dead_character, Character* const kill_character) = 0; virtual eUSER_RELATION_TYPE IsFriendPVP(Player* attacker,Player* target) = 0; inline GameInstanceDungeon* GetInstanceDungeon() const { return instance_dugeon_; } #ifdef _NA_008334_20150608_SONNENSCHEIN virtual RC::eSTATUS_RESULT ResurrectionAtSafezone( Player *player ) {__UNUSED(player); return RC::RC_STATUS_UNKNOWN;} #endif //_NA_008334_20150608_SONNENSCHEIN protected: GameInstanceDungeon* instance_dugeon_; };