#pragma once class StateSkill; class SkillStateHellroidSpin : public StateSkill { public: SkillStateHellroidSpin(); ~SkillStateHellroidSpin(); STATEPROCESS::TYPE OnProcess(Object* pOwner, DWORD CurTime,DWORD dwTick); STATECHANGE::TYPE OnStart(Object* pOwner, DWORD CurTime); #ifdef _NA_008296_20150518_HELLOID_SPIN_CANCLE_BUG_FIX BOOL CanTransite(Object* pOwner, DWORD CurTime, StateBase* pToTransiteState); #endif //_NA_008296_20150518_HELLOID_SPIN_CANCLE_BUG_FIX void SetHeroKeyboardMove(); BOOL SendKeyboardMovePacket(Object* pObject, DWORD dwTick); void CalculateTurnAccelerate(Object* pPlayerObject, DWORD dwTick); void RecvKeyboardMovePacket(Object* pOwner, BYTE MoveState, const WzVector& CurrentPosition, float fAngle ); BOOL SetTargetPosition(Object* pOwner, const WzVector& NewDirection); private: DWORD m_EndTime; DWORD m_StartTime; DWORD m_AnimateState; WzVector m_MoveTargetPosition; DWORD m_MoveState; };