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