Files
Sun1602/Server/GameServer/SummonCrystalWarpAbility.h
T
2022-10-26 12:25:11 +08:00

46 lines
1.6 KiB
C++

#pragma once
#ifndef GAMESERVER_SUMMON_CRYSTAL_WARP_ABILITY_H
#define GAMESERVER_SUMMON_CRYSTAL_WARP_ABILITY_H
#include "Ability.h"
//==================================================================================================
class SummonCrystalWarpAbility : public Ability
{
public:
SummonCrystalWarpAbility() {}
virtual ~SummonCrystalWarpAbility() {}
//virtual void Init(Skill* skill, const BASE_ABILITYINFO* base_ability_info);
//virtual void InitDetailed(Character* attacker,
// SLOTCODE skill_code, SkillInfo* skill_info_data,
// BYTE skill_stat_type, const BASE_ABILITYINFO* base_ability_info);
//virtual void Release(Character* target);
////
virtual eABILITY_TYPE GetAbilityType() const;
//virtual bool IsValidStateID() const;
////
//virtual bool CanExecute(Character* attacker,
// Character* target, DWORD main_target_key, WzVector main_target_pos);
virtual bool Execute(Character* target, BYTE* pMsg, WORD& wMsgSize);
virtual bool ExecuteEffect(BYTE* pMsg, WORD& wMsgSize);
//virtual void SetBonusEffect(BONUS_ABILITY_EFFECT* bonus_ability_effect);
};
//==================================================================================================
//virtual
inline eABILITY_TYPE SummonCrystalWarpAbility::GetAbilityType() const {
return eABILITY_TYPE_EFFECT;
}
//virtual
inline bool SummonCrystalWarpAbility::Execute(Character* target, BYTE* pMsg, WORD& wMsgSize)
{
__UNUSED((target, pMsg, wMsgSize));
return false;
}
#endif //GAMESERVER_SUMMON_CRYSTAL_WARP_ABILITY_H