//------------------------------------------------------------------------------ // SkillStateWisdom.cpp // (C) 2005 Webzen Sunstudio //------------------------------------------------------------------------------ #include "SunClientPrecompiledHeader.h" #include "statebase.h" #include "SkillState.h" #include "SkillStateWisdom.h" #include "Character.h" #include "ProjectileManagerEx.h" #include "SkillEffectFunc.h" BOOL SkillStateWisdom::OnProcessCustemEvent( int nEventIndex, Object* pOwner, DWORD CurTime,DWORD dwTick ) { if( nEventIndex == 1 ) { Character* pCharacter = (Character*)pOwner; Character* pTarget = (Character *)pCharacter->GetTargetObject(); SkillEffectFunc::CreateHandEffect( pCharacter, pCharacter->GetObjectKey(), StrToWzID("D004"), pCharacter->GetWeaponBonePos(0)); if( pCharacter != NULL && pTarget != NULL ) { cProjectileUnit* pProjectile = new cProjectileUnit(); pProjectile->SetLifeTime( 1000 ); pProjectile->SetArrowStartPosition( pCharacter->GetWeaponBonePos(0) ); pProjectile->SetArrowTargetObjectKey( pTarget->GetObjectKey(), TRUE ); pProjectile->SetHitData( pCharacter->GetObjectKey(), pCharacter->GetCurrentAttackSerial(), 0, FALSE, 0, TRUE ); pProjectile->CreateEffect( StrToWzID("FE53"), pCharacter->GetObjectKey(), pTarget->GetObjectKey() ); g_ProjectileManagerEx.InsertProjectile( pProjectile ); } // if( pTarget ) { cTargetPosition Position; Position.SetTargetVisiblePosition( pTarget->GetObjectKey(), TRUE ); g_ProjectileManagerEx.CreateEffect( pTarget->GetObjectKey(), StrToWzID("H006"), 1000, Position ); } } return TRUE; }