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

55 lines
1.5 KiB
C++

//------------------------------------------------------------------------------
// SkillStateBloodRain.cpp
// (C) 2005 Webzen Sunstudio
//------------------------------------------------------------------------------
#include "SunClientPrecompiledHeader.h"
#include "StateBase.h"
#include "SkillState.h"
#include "SkillStatePurge.h"
#include "Character.h"
#include "SkillInfoParser.h"
#include "GlobalFunc.h"
STATECHANGE::TYPE SkillStatePurge::OnStart(Object* pOwner, DWORD CurTime)
{
Character* pCharacter = (Character*)pOwner;
SetVector(&m_wvTargetPos, 1.0f, 1.0f, 1.0f);
return StateSkill::OnStart(pOwner,CurTime);
}
STATEPROCESS::TYPE SkillStatePurge::OnProcess(Object* pOwner, DWORD CurTime,DWORD dwTick)
{
STATEPROCESS::TYPE Result = StateSkill::OnProcess( pOwner, CurTime, dwTick );
// 타격점에는 이미 Target오브젝트가 없으므로 없어지기전 마지막 포스를 가지고 있어야 한다.
Character* pCharacter = (Character*)pOwner;
if( pCharacter->GetTargetObject() )
{
WzVector wvDistance = pCharacter->GetTargetObject()->GetVisiblePos() - pCharacter->GetVisiblePos();
float fLength = VectorLength(&wvDistance);
if( fLength < 10.0f)
{
m_wvTargetPos = pCharacter->GetTargetObject()->GetVisiblePos() ;
}
}
return Result;
}
BOOL SkillStatePurge::OnProcessCustemEvent( int nEventIndex, Object* pOwner, DWORD CurTime,DWORD dwTick )
{
if( nEventIndex != 1 )
return TRUE;
ReleaseCastingEffect();
GlobalFunc::CreateEffectBeUpToOption(StrToWzID("K762"),m_wvTargetPos);
return TRUE;
}