#pragma once #ifndef GAMESERVER_SUMMON_CRYSTAL_WARP_ABILITY_H #define GAMESERVER_SUMMON_CRYSTAL_WARP_ABILITY_H #include "Ability.h" //================================================================================================== class SummonCrystalWarpAbility : public Ability { public: SummonCrystalWarpAbility() {} virtual ~SummonCrystalWarpAbility() {} //virtual void Init(Skill* skill, const BASE_ABILITYINFO* base_ability_info); //virtual void InitDetailed(Character* attacker, // SLOTCODE skill_code, SkillInfo* skill_info_data, // BYTE skill_stat_type, const BASE_ABILITYINFO* base_ability_info); //virtual void Release(Character* target); //// virtual eABILITY_TYPE GetAbilityType() const; //virtual bool IsValidStateID() const; //// //virtual bool CanExecute(Character* attacker, // Character* target, DWORD main_target_key, WzVector main_target_pos); virtual bool Execute(Character* target, BYTE* pMsg, WORD& wMsgSize); virtual bool ExecuteEffect(BYTE* pMsg, WORD& wMsgSize); //virtual void SetBonusEffect(BONUS_ABILITY_EFFECT* bonus_ability_effect); }; //================================================================================================== //virtual inline eABILITY_TYPE SummonCrystalWarpAbility::GetAbilityType() const { return eABILITY_TYPE_EFFECT; } //virtual inline bool SummonCrystalWarpAbility::Execute(Character* target, BYTE* pMsg, WORD& wMsgSize) { __UNUSED((target, pMsg, wMsgSize)); return false; } #endif //GAMESERVER_SUMMON_CRYSTAL_WARP_ABILITY_H