//------------------------------------------------------------------------------ // SkillStateBeastRebirthArea.cpp // (C) 2005 Webzen Sunstudio //------------------------------------------------------------------------------ #include "SunClientPrecompiledHeader.h" #include "statebase.h" #include "SkillState.h" #include ".\SkillStateBeastRebirthArea.h" #include "../Character.h" #include "..\soundeffect.h" #include "../Hero.h" //------------------------------------------------------------------------------ /** */ SkillStateBeastRebirthArea::SkillStateBeastRebirthArea(int iLevel) { m_iLevel = iLevel; } //------------------------------------------------------------------------------ /** */ SkillStateBeastRebirthArea::~SkillStateBeastRebirthArea() { } //------------------------------------------------------------------------------ /** */ BOOL SkillStateBeastRebirthArea::CanTransite(Object* pOwner, DWORD CurTime, StateBase* pToTransiteState) { return TRUE; } //------------------------------------------------------------------------------ /** */ STATECHANGE::TYPE SkillStateBeastRebirthArea::OnStart(Object* pOwner, DWORD CurTime) { Character* pChr = (Character*)pOwner; pChr->SetAnimation("S001",FALSE); m_iHealCount = 0; WzVector vTarget=pChr->GetCurrentAction()->SKILL.vTargePos; pChr->SetDirection(&vTarget); g_pEffectManager->CreateEffect(StrToWzID("L003"),pChr->GetVisiblePos()); assert(pChr->IsKindOfObject(MONSTER_OBJECT)); g_pEffectManager->CreateEffect(StrToWzID("A023"),g_pHero->GetVisiblePos()); return StateSkill::OnStart(pOwner,CurTime); } //------------------------------------------------------------------------------ /** */ STATEPROCESS::TYPE SkillStateBeastRebirthArea::OnProcess(Object* pOwner, DWORD CurTime,DWORD dwTick) { EnterProcess(pOwner,CurTime,dwTick); Character* pChr = (Character*)pOwner; // Ÿ°ÝÁ¡ üũ CheckEvent(); if (CheckNotProcessedHitEvent(1)) { m_iHitProcessed++; Character *pTarget = (Character *)pChr->GetTargetObject(); if (pTarget) { g_SoundEffect.Play(4,&pTarget->GetPosition()); } } return LeaveProcess(pOwner,CurTime,dwTick); } //------------------------------------------------------------------------------ /** */ STATECHANGE::TYPE SkillStateBeastRebirthArea::OnEnd(Object* pOwner, DWORD CurTime) { Character* pChr = (Character*)pOwner; return StateSkill::OnEnd(pOwner,CurTime); }