//------------------------------------------------------------------------------ // SkillStateFireFila.cpp // (C) 2005 Webzen Sunstudio //------------------------------------------------------------------------------ #include "SunClientPrecompiledHeader.h" #include "statebase.h" #include "SkillState.h" #include "SkillStateFireFila.h" #include "Character.h" #include "ProjectileManagerEx.h" #include "SkillInfoParser.h" #include "SkillEffectFunc.h" BOOL SkillStateFireFila::OnProcessCustemEvent( int nEventIndex, Object* pOwner, DWORD CurTime,DWORD dwTick ) { if( nEventIndex == 1 ) { ReleaseCastingEffect(); Character* pCharacter = (Character*)pOwner; WzVector pos = pCharacter->GetArrowBonePos(0); if(pCharacter->GetVisiblePos()==pos)//¹«±âº»ÀÌ ¾øÀ¸¸é { pos = pCharacter->GetWeaponBonePos(0);//¼Õ¿¡¼­ ¹ß»ç } SkillEffectFunc::CreateHandEffect( pCharacter, pCharacter->GetObjectKey(), StrToWzID("D001"), pos); { cProjectileChaseTarget* pProjectile = new cProjectileChaseTarget(); pProjectile->SetTargetPosition( pCharacter->GetCurrentAction()->SKILL.vTargePos ); pProjectile->SetLifeTime( 1500 ); pProjectile->CreateEffect( StrToWzID("I012"), pCharacter->GetObjectKey(), 0 ); pProjectile->SetHitData( pCharacter->GetObjectKey(), pCharacter->GetCurrentAttackSerial(), 0, TRUE, 100, TRUE ); g_ProjectileManagerEx.InsertProjectile( pProjectile ); } return FALSE; } return TRUE; }