Files
Sun1602/Client/GameClient/State/SkillStateCircleSprits.cpp
2022-10-26 12:25:11 +08:00

52 lines
1.7 KiB
C++

//------------------------------------------------------------------------------
// SkillStateBloodRain.cpp
// (C) 2005 Webzen Sunstudio
//------------------------------------------------------------------------------
#include "SunClientPrecompiledHeader.h"
#include "statebase.h"
#include "SkillState.h"
#include "SkillStateCircleSprits.h"
#include "Character.h"
#include "ProjectileManagerEx.h"
#include "SkillInfoParser.h"
// ¿¡Å׸£ ½ºÇǸ´
BOOL SkillStateCircleSprits::OnProcessCustemEvent( int nEventIndex, Object* pOwner, DWORD CurTime,DWORD dwTick )
{
if( nEventIndex == 1 )
{
ReleaseCastingEffect();
Character* pCharacter = (Character*)pOwner;
WzVector StartPosition = pCharacter->GetWeaponBonePos(0);
WzVector TargetPosition = pCharacter->GetCurrentAction()->SKILL.vTargePos;
if( pCharacter != NULL )
{
BASE_SKILLINFO* pInfo = GetSkillInfo();
float range = ((float)pInfo->m_wSkillRange / 10.0f);
WzVector wzVec1 = TargetPosition - StartPosition;
float fLength = VectorLength(&wzVec1);
DWORD MoveTime = max(100, (DWORD)(700.0f * (float)(fLength/range)) );
cProjectileUnit* pProjectile = new cProjectileUnit();
pProjectile->SetArrowStartPosition( StartPosition );
pProjectile->SetArrowTargetPosition( TargetPosition );
pProjectile->SetLifeTime( MoveTime );
pProjectile->CreateEffect( StrToWzID("K747"), pCharacter->GetObjectKey(), 0 );
pProjectile->SetHitData( pCharacter->GetObjectKey(), pCharacter->GetCurrentAttackSerial(), StrToWzID("K748"), FALSE, 0, TRUE );
g_ProjectileManagerEx.InsertProjectile( pProjectile );
}
return FALSE;
}
return TRUE;
}