#include "stdafx.h" #include "Monster.h" #include "ChangeMonsterAbility.h" #include "Map.h" #include "AIParamParser.h" #include "StatusManager.h" #include "SummonManager.h" VOID Monster::OnEnterField( GameField & IN rField, const WzVector & IN rwzVec, int iAngle ) { SetRegenPos( rwzVec ); // ¹æÅ¸ÀÔ°ú ¹æÀοø¿¡ µû¸¥ ¸ó½ºÅÍ ´É·ÂÄ¡ º¯È­ g_ChangeMonsterAbility.UpdateMonster( rField.GetGameZone(), this ); // HP, MP ÀÚµ¿È¸º¹ if( IsHPMPRegenNPC() ) { AI_TYPE_INFO *pAITypeInfo = AIParamParser::Instance()->GetTypeInfo(GetBaseInfo()->m_wAICode); m_pStatusManager->AllocStatus( eCHAR_STATE_ETC_AUTO_RECOVER_HPMP, BASE_EXPIRE_TIME_INFINITY, pAITypeInfo->m_wNPC_HPMP_REGEN_PERIOD ); } NPC::OnEnterField( rField, rwzVec, iAngle ); } VOID Monster::OnLeaveField() { NPC::OnLeaveField(); }