#pragma once #include "CharacterVariation.h" class cCharacterData : public cCharacterBaseData , public cPlayerItemEffect , public cPlayerSetItemEffect #ifdef _NA_007514_20140828_NEW_CHARACTER_WITCHBLADE , public cPlayerFPFullEffect #endif // _NA_007514_20140828_NEW_CHARACTER_WITCHBLADE { private: EquipmentContainer* m_EquipmentContainer; // ÀÌÅ¢ÄÁÅ×ÀÌ³Ê bool m_RealEquipmentFlag[MAX_EQUIPMENT_SLOT_NUM]; // (Ȱ¼ºÈ­µÈ)ÀåºñÂø¿ëÇ÷¡±× HANDLE m_DestroyShieldEffectHandle; // ½¯µåÆÄ±«ÀÌÆåÆ® bool m_IsInitialized; protected: cCharacterData(); virtual ~cCharacterData(); public: eCHAR_TYPE GetImageClass(); DWORD GetClassCode(); bool GetRealEquipFlag(int index) const; void SetRealEquipFlag(int index, bool equip_flag); EquipmentContainer* GetEquipmentContainer() const { return m_EquipmentContainer; } protected: void Initialize(); void Release(); bool IsCharacterDataCreated() { return m_IsInitialized; } void SetEquipmentContainer(EquipmentContainer* equip_container) { m_EquipmentContainer = equip_container; } float GetHeightVariationValue(); HANDLE GetDestroyShieldEffect() { return m_DestroyShieldEffectHandle; } void SetDestroyShieldEffect(HANDLE effect_handle) { m_DestroyShieldEffectHandle = effect_handle; } };