//------------------------------------------------------------------------------ // SkillStateElectricField.cpp // (C) 2005 Webzen Sunstudio //------------------------------------------------------------------------------ #include "SunClientPrecompiledHeader.h" #include "statebase.h" #include "SkillState.h" #include "SkillStateElectricField.h" #include "Character.h" #include "Hero.h" #include "soundeffect.h" #include "MissionScene.h" #include "ProjectileManagerEx.h" #include "GlobalFunc.h" BOOL SkillStateElectricField::OnProcessCustemEvent( int nEventIndex, Object* pOwner, DWORD CurTime,DWORD dwTick ) { if( nEventIndex == 1 ) { //ReleaseCastingEffect(); Character* pCharacter = (Character*)pOwner; //Character* pTarget = (Character *)pCharacter->GetTargetObject(); //WzVector pos = pCharacter->GetArrowBonePos(0); //if(pCharacter->GetVisiblePos()==pos)//¹«±âº»ÀÌ ¾øÀ¸¸é //{ // pos = pCharacter->GetWeaponBonePos(0);//¼Õ¿¡¼­ ¹ß»ç //} // cTargetPosition Position; Position.SetTargetVisiblePosition( pCharacter->GetObjectKey(), TRUE ); Position.SetOffsetPosition( 0.0f, 0.0f, 0.95f ); cProjectileChaseTarget* pProjectile = new cProjectileChaseTarget(); pProjectile->SetLifeTime( 2666 ); pProjectile->SetPositionData( Position ); pProjectile->CreateEffect( StrToWzID("k380"), pCharacter->GetObjectKey(), 0 ); g_ProjectileManagerEx.InsertProjectile( pProjectile ); } return TRUE; }