Files
Sun1602/Client/GameClient/State/SkillStateElectricField.cpp
T
2022-10-26 12:25:11 +08:00

48 lines
1.5 KiB
C++

//------------------------------------------------------------------------------
// SkillStateElectricField.cpp
// (C) 2005 Webzen Sunstudio
//------------------------------------------------------------------------------
#include "SunClientPrecompiledHeader.h"
#include "statebase.h"
#include "SkillState.h"
#include "SkillStateElectricField.h"
#include "Character.h"
#include "Hero.h"
#include "soundeffect.h"
#include "MissionScene.h"
#include "ProjectileManagerEx.h"
#include "GlobalFunc.h"
BOOL SkillStateElectricField::OnProcessCustemEvent( int nEventIndex, Object* pOwner, DWORD CurTime,DWORD dwTick )
{
if( nEventIndex == 1 )
{
//ReleaseCastingEffect();
Character* pCharacter = (Character*)pOwner;
//Character* pTarget = (Character *)pCharacter->GetTargetObject();
//WzVector pos = pCharacter->GetArrowBonePos(0);
//if(pCharacter->GetVisiblePos()==pos)//무기본이 없으면
//{
// pos = pCharacter->GetWeaponBonePos(0);//손에서 발사
//}
//
cTargetPosition Position;
Position.SetTargetVisiblePosition( pCharacter->GetObjectKey(), TRUE );
Position.SetOffsetPosition( 0.0f, 0.0f, 0.95f );
cProjectileChaseTarget* pProjectile = new cProjectileChaseTarget();
pProjectile->SetLifeTime( 2666 );
pProjectile->SetPositionData( Position );
pProjectile->CreateEffect( StrToWzID("k380"), pCharacter->GetObjectKey(), 0 );
g_ProjectileManagerEx.InsertProjectile( pProjectile );
}
return TRUE;
}