//------------------------------------------------------------------------------ // SkillStateEarthQuake.cpp // (C) 2005 Webzen Sunstudio //------------------------------------------------------------------------------ #include "SunClientPrecompiledHeader.h" #include "statebase.h" #include "SkillState.h" #include "SkillStateEarthQuake.h" #include "Character.h" #include "Hero.h" #include "Camera.h" #include "GlobalFunc.h" BOOL SkillStateEarthQuake::OnProcessCustemEvent( int nEventIndex, Object* pOwner, DWORD CurTime,DWORD dwTick ) { if( nEventIndex == 1 ) { //// Release CastEffect //if(m_hCastHandle[1]!=INVALID_HANDLE_VALUE) //{ // g_pEffectManager->RemoveEffectPtr(m_hCastHandle[1]); // m_hCastHandle[1]=INVALID_HANDLE_VALUE; //} Character* pCharacter = (Character*)pOwner; if (pCharacter == (Character *)g_pHero) { g_Camera.SetVibeType(Camera::VIBE_TYPE_ALL); g_Camera.StartVibration(500); } GlobalFunc::CreateEffectBeUpToOption(StrToWzID("K350"), pCharacter->GetCurrentAction()->SKILL.vTargePos, pCharacter->GetObjectKey()); } return TRUE; }