#include "stdafx.h" #include "BaseEffect.h" VOID BaseEffect::Init( SLOTCODE SkillCode, int iApplicationTime, int iPeriod, Character *pAttacker, WzVector vCurPos, float fRadius ) { m_SkillCode = SkillCode; m_vCurPos = vCurPos; m_fRadius = fRadius; m_pField = pAttacker->GetField(); m_dwSectorIndex = pAttacker->GetSectorIndex(); BaseStatus::Init( pAttacker, GetStateID(), iApplicationTime, iPeriod ); } VOID BaseEffect::Execute() { BaseStatus::Execute(); } #ifdef _NA_008260_20150429_MODIFY_EFFECTSKILL_LIFETIME BOOL BaseEffect::Update( DWORD cur_time ) { Character* owner = GetOwner(); if (owner != NULL && owner->IsDead()) { return FALSE; } return BaseStatus::Update(cur_time); } #endif //_NA_008260_20150429_MODIFY_EFFECTSKILL_LIFETIME