49 lines
1.6 KiB
C++
49 lines
1.6 KiB
C++
#pragma once
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#ifndef GAMESERVER_WIND_SHIELD_ABILITY_H
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#define GAMESERVER_WIND_SHIELD_ABILITY_H
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#include "BaseStatusAbility.h"
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//==================================================================================================
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class WindShieldAbility : public BaseStatusAbility
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{
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public:
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WindShieldAbility() {}
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virtual ~WindShieldAbility() {}
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//virtual void Init(Skill* skill, const BASE_ABILITYINFO* base_ability_info);
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//virtual void InitDetailed(Character* attacker,
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// SLOTCODE skill_code, SkillInfo* skill_info_data,
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// BYTE skill_stat_type, const BASE_ABILITYINFO* base_ability_info);
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//virtual void Release(Character* target);
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////
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//virtual eABILITY_TYPE GetAbilityType() const;
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virtual bool IsValidStateID() const;
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////
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//virtual bool CanExecute(Character* attacker,
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// Character* target, DWORD main_target_key, WzVector main_target_pos);
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//virtual bool Execute(Character* target, BYTE* pMsg, WORD& wMsgSize);
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//virtual bool ExecuteEffect(BYTE* pMsg, WORD& wMsgSize);
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//virtual void SetBonusEffect(BONUS_ABILITY_EFFECT* bonus_ability_effect);
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};
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//==================================================================================================
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//virtual
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inline bool WindShieldAbility::IsValidStateID() const
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{
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switch (GetStateID())
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{
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case eCHAR_STATE_BUF_RANGE_DAMAGE:
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case eCHAR_STATE_BUF_RANGE_DAMAGE2:
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case eCHAR_STATE_BUF_RANGE_DAMAGE3:
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case eCHAR_STATE_BUF_RANGE_DAMAGE4:
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return true;
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default:
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return false;
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}
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}
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#endif //GAMESERVER_WIND_SHIELD_ABILITY_H
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