#pragma once #include "AbilityStatus.h" // µå·¡°ï º¯½Å class DragonTransStatus : public AbilityStatus { public: DragonTransStatus(); ~DragonTransStatus() {} virtual VOID Start(); virtual VOID Execute() {} virtual VOID End(); eCHAR_TYPE GetCharType() { return (eCHAR_TYPE)m_iOption2; } // CHANGES: f110428.6L, prevent a skipping previous style buff release process // because at this point, player is already transform. bool CheckStarting() const; private: void ApplyAttrEx(bool application); // bool starting_state_; }; inline DragonTransStatus::DragonTransStatus() : starting_state_(false) { } // CHANGES: f110428.6L, prevent a skipping previous style buff release process // because at this point, player is already transform. inline bool DragonTransStatus::CheckStarting() const { return starting_state_; };