Files
2022-10-26 12:25:11 +08:00

105 lines
2.8 KiB
C++

//------------------------------------------------------------------------------
// SkillStateHeavyShot.cpp
// (C) 2005 Webzen Sunstudio
//------------------------------------------------------------------------------
#include "SunClientPrecompiledHeader.h"
#include "statebase.h"
#include "SkillState.h"
#include "SkillStateHeavyShot.h"
#include "Character.h"
#include "Camera.h"
#include "ProjectileManagerEx.h"
#include "Hero.h"
BOOL SkillStateHeavyShot::OnProcessCustemEvent( int nEventIndex, Object* pOwner, DWORD CurTime,DWORD dwTick )
{
Character* pCharacter = (Character*)pOwner;
Character* pTarget = (Character *)pCharacter->GetTargetObject();
if( nEventIndex == 1 )
{
#if NATION_BUILD_VERSION >= 1101
// EP2 이후 이펙트 코드
WzID EffectID = StrToWzID("E086");
#else
// 구버전 이펙트 코드
WzID EffectID = StrToWzID("E023");
#endif
if( pCharacter != NULL && pTarget != NULL )
{
cProjectileUnit* pProjectile = new cProjectileUnit();
pProjectile->SetArrowStartPosition( pCharacter->GetWeaponBonePos(0) );
pProjectile->SetArrowTargetObjectKey( pTarget->GetObjectKey(), TRUE );
pProjectile->SetLifeTime( 166 );
pProjectile->CreateEffect( EffectID, pCharacter->GetObjectKey(), pTarget->GetObjectKey() );
pProjectile->SetHitData( pCharacter->GetObjectKey(), pCharacter->GetCurrentAttackSerial(), 0, FALSE, 0, TRUE );
g_ProjectileManagerEx.InsertProjectile( pProjectile );
}
if (pCharacter == (Character *)g_pHero)
{
g_Camera.SetVibeType(Camera::VIBE_TYPE_HORISONTAL);
g_Camera.StartVibration(30);
}
//PROJECTILE_PARAM param;
//ZeroMemory(&param,sizeof(param));
//param.fHeight = 0.03f;
//
//param.vStartPos += pCharacter->GetArrowBonePos(0);
//if(pTarget)
//{
// param.vTargetPos = pTarget->GetVisiblePos();
// param.vTargetPos.z += (pTarget->GetArrowTargetHeight());
// param.dwTargetID=pTarget->GetObjectKey();
//}
//else
//{
// param.vTargetPos=param.vStartPos+pCharacter->GetDirection()*4.0f;//타겟이 없을땐 앞으로 발사
//}
//param.dwLifeTime = 0;
//param.dwMoveTime = 500;
//param.fSpeed = 3.0f;
//param.dwType=PROJECTILE::PROJECTILEID_COMMON;
//param.dwImageCode=0;
//param.dwAttackSerial = pCharacter->GetCurrentAttackSerial();
//param.dwOwner = pCharacter->GetObjectKey();
//param.bAddNextSerial=TRUE;//화살이 소멸될때 증가 한다.
//param.bAllDamage=TRUE;
//g_ProjectileManager.CreateProjectile(param);
return FALSE;
}
return TRUE;
}
////------------------------------------------------------------------------------
///**
//*/
//STATECHANGE::TYPE SkillStateHeavyShot::OnEnd(Object* pOwner, DWORD CurTime)
//{
// Character* pCharacter = (Character*)pOwner;
//
//
// pCharacter->AddNextAttackSerial();
//
//
// return STATECHANGE::SUCCESS;
//}