//------------------------------------------------------------------------------ // SkillStateFrozenShield.cpp // (C) 2005 Webzen Sunstudio //------------------------------------------------------------------------------ #include "SunClientPrecompiledHeader.h" #include "statebase.h" #include "SkillState.h" #include "SkillStateFrozenShield.h" #include "Character.h" #include "ProjectileManagerEx.h" #include "SkillEffectFunc.h" BOOL SkillStateFrozenShield::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 } SkillEffectFunc::CreateHandEffect( pCharacter, pCharacter->GetObjectKey(), StrToWzID("D000"), pos); cTargetPosition Position; Position.SetTargetVisiblePosition( pCharacter->GetObjectKey(), TRUE ); Position.SetOffsetPosition( 0.0f, 0.0f, 0.95f ); g_ProjectileManagerEx.CreateEffect( pCharacter->GetObjectKey(), StrToWzID("K390"), 5000, Position ); } return TRUE; }