50 lines
1.5 KiB
C++
50 lines
1.5 KiB
C++
//------------------------------------------------------------------------------
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// SkillStateFireFila.cpp
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// (C) 2005 Webzen Sunstudio
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//------------------------------------------------------------------------------
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#include "SunClientPrecompiledHeader.h"
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#include "statebase.h"
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#include "SkillState.h"
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#include "SkillStateFireFila.h"
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#include "Character.h"
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#include "ProjectileManagerEx.h"
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#include "SkillInfoParser.h"
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#include "SkillEffectFunc.h"
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BOOL SkillStateFireFila::OnProcessCustemEvent( int nEventIndex, Object* pOwner, DWORD CurTime,DWORD dwTick )
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{
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if( nEventIndex == 1 )
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{
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ReleaseCastingEffect();
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Character* pCharacter = (Character*)pOwner;
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WzVector pos = pCharacter->GetArrowBonePos(0);
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if(pCharacter->GetVisiblePos()==pos)//무기본이 없으면
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{
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pos = pCharacter->GetWeaponBonePos(0);//손에서 발사
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}
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SkillEffectFunc::CreateHandEffect( pCharacter, pCharacter->GetObjectKey(), StrToWzID("D001"), pos);
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{
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cProjectileChaseTarget* pProjectile = new cProjectileChaseTarget();
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pProjectile->SetTargetPosition( pCharacter->GetCurrentAction()->SKILL.vTargePos );
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pProjectile->SetLifeTime( 1500 );
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pProjectile->CreateEffect( StrToWzID("I012"), pCharacter->GetObjectKey(), 0 );
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pProjectile->SetHitData( pCharacter->GetObjectKey(), pCharacter->GetCurrentAttackSerial(), 0, TRUE, 100, TRUE );
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g_ProjectileManagerEx.InsertProjectile( pProjectile );
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}
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return FALSE;
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}
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return TRUE;
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}
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