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