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

31 lines
1.0 KiB
C++

#include "stdafx.h"
#include "CrystalWarp.h"
VOID CrystalWarp::OnEnterObject( const Sector& IN rSector )
{
// CHANGES: f110415.6L, at this point in time, the usage case of 'OnEnterObject' only has
// notification to users so that if the sector has no users,
// it is no need to process contiuously.
if (rSector.GetPlayerNum() == 0) {
return;
};
// ¼Òȯü Á¤º¸
MSG_CG_SYNC_SUMMONED_ENTER_BRD *pBrdMsg = m_VarMsg2.StartTypePtr(Param2Class<MSG_CG_SYNC_SUMMONED_ENTER_BRD>());
m_VarMsg2.SetSize(pBrdMsg->GetSize());
// RenderInfo Á¤º¸ ¼ÂÆÃ
SUMMONED_RENDER_INFO *pRenderMsg = (SUMMONED_RENDER_INFO*)m_VarMsg2.NextPtr();
GetSummonedRenderInfo( pRenderMsg );
m_VarMsg2.SetSize(pRenderMsg->GetSize());
GameField* const pGameField = GetField();
pGameField->SendExPacketToSector( rSector.GetSectorIndex() ,m_VarMsg2.GetMsgCount(),
m_VarMsg2.GetMsgPPtr(), m_VarMsg2.GetMsgSizePtr() );
}
VOID CrystalWarp::OnLeaveField()
{
NPC::OnLeaveField();
}