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📄 property.h

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//--------------------------------------------------------------------------------------------------------
//	File. Property.h
//--------------------------------------------------------------------------------------------------------
//
//	颇积努贰胶 累疙过 : 加己_努贰胶捞抚 / 抗) CAttack_Sum1
//	CoreEquip 绰 抗寇 -_- 利寸茄 捞抚捞 积阿救巢

#ifndef _PROPERTY_
#define _PROPERTY_

#define FIRESPEED 2000
#define BULLETSPEED 1.5f

enum PROPERTY_TYPE
{
	PRO_RIFLE = 0,
	PRO_MACHINEGUN,
	PRO_CANON,
	PRO_PISTOL,
	PRO_SUBWEAPON,
	PRO_MAX,
};

class CMCParts;

enum EQUIP_TYPE;

struct _WEAPON_DATA;

class CProperty
{
public:
	CProperty();
	virtual  ~CProperty();
	
	//-------------------------------------------------------------------------
	// ADT
	//-------------------------------------------------------------------------
	virtual void		Init() = 0;
	virtual BOOL		FrameMove() = 0;
	virtual BOOL		Render() = 0;
	inline virtual BOOL	CheckCollision(CCollision *pObject) = 0;	// 嘎疽衬 救嘎疽衬父 舅妨林搁 凳(true/false)
	virtual	bool		Fire(bool bMyShoot) = 0;

	//-------------------------------------------------------------------------
	//-------------------------------------------------------------------------
	virtual bool	Reload();
	_WEAPON_DATA*		GetInfo()	{	return m_pInfoEquip;	}
	bool			ResetBullet();

	//-------------------------------------------------------------------------
	// 扁鸥
	//-------------------------------------------------------------------------
	bool			IsActive()		{	return m_bActive;	}
	EQUIP_TYPE		GetEquipType()	{	return m_EquipType;	}
	PROPERTY_TYPE	GetProType();
	CMCParts*		GetPart()		{	return m_cpPart;	}

	short			GetMaxBullet()	{ return m_nMaxBulletNum; }
	short			GetCurBullet()	{ return m_nCurBulletNum; }
	
	bool			FrameShock(long *pDelta);

protected:
	void	SetInfoEquip(_WEAPON_DATA *pInfo);

protected:
	//bool m_bReload;

	EQUIP_TYPE	m_EquipType;
	bool		m_bActive;

	CCollision	* m_pObject;
	_WEAPON_DATA	* m_pInfoEquip;
	CMCParts	* m_cpPart;

	short m_nCurBulletNum;
	short m_nMaxBulletNum;

	// 矫埃	
	DWORD m_dwLastTime;
	DWORD m_dwCurTime;
	DWORD m_dwAccTime;

	// Shock Time
	DWORD m_dwSLTime;
	DWORD m_dwSCTime;
	
	//DWORD m_dwAccuracy;
	DWORD m_dwShock;
};

#endif

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