📄 equipment.h
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//--------------------------------------------------------------------------------------------------------
// File. Equipment.h
//--------------------------------------------------------------------------------------------------------
/* [ Class 备炼 ]
* {器窃} {器窃}
* ΓΑΑΑΑΑΑΑΑΑΑΑ<Equipment>ΑΑΑΑΑΑΑΘΑΑΑΑΑΑΑΔ
* <AttackEquip> Ν{惑加} <StateEquip> <SetupEquip>
* Ν{惑加} <TestGun>
* <Longrange>
*---------------------------------------------------------------------------------------------------------
* [ 官诧 备炼 ]
*
* {器窃}
* <Equipment>∞--------<Property>
* ♀
* Ν{惑加}
* ΞΜΜΜΜΜΧΜΜΜΜΜΤΜΜΜΜΟ
* <Longrange> <CoreEquip> <TestSetup> <TestState>
*
* ∝ 傍拜/汲摹/惑怕 辆幅俊 惑包绝捞 葛滴 property俊 惑加
*/
//
#ifndef _EQUIPMENT_
#define _EQUIPMENT_
enum EQUIP_TYPE
{
EQUIP_ATTACK = 0,
EQUIP_STATE,
EQUIP_SETUP,
EQUIP_CORE
};
enum EQUIP_POS
{
EQUIP_UPPER = 0,
EQUIP_LOWER,
EQUIP_RIFLE,
EQUIP_PISTOL,
EQUIP_SUB,
};
enum PLAYER;
enum ANI_ACTION_EQUIP
{
EQUIP_ANI_STAND = 0,
EQUIP_ANI_ATTACK
};
struct SPRITE_TEXTURE;
class CEquipment
{
public:
CEquipment(EQUIP_POS EquipPos);
virtual ~CEquipment();
// Create绰 阿 惑加付促 促 蝶肺 啊廉皑~
virtual DWORD AddSkill(CProperty *pSkill); // 荤侩且锭 炼缴秦辑 荤侩窍磊. 胶懦篮 迭 1俺父 甸绢啊具茄促.
BOOL FrameMove() { return m_cplistSkill[m_dwUseSelect]->FrameMove(); }
BOOL Render() { return m_cplistSkill[m_dwUseSelect]->Render(); }
CMCParts* GetPart() { return m_cplistSkill[m_dwUseSelect]->GetPart(); }
EQUIP_TYPE GetEquipType() { return m_cplistSkill[m_dwUseSelect]->GetEquipType();}
EQUIP_POS GetEquipPos() { return m_EquipPos; }
CProperty* GetProperty() { return m_cplistSkill[m_dwUseSelect]; }
bool Fire(bool bMyShoot);
SPRITE_TEXTURE *GetIcon() { return m_pIcon; }
inline virtual BOOL CheckCollision(CCollision* pObject) { return m_cplistSkill[m_dwUseSelect]->CheckCollision(pObject); }
_WEAPON_DATA* GetInfoEquip() { return m_cplistSkill[m_dwUseSelect]->GetInfo(); }
// 泅犁 悸泼登绢 乐绰 part甫 局聪概捞记 矫挪促. 捞 part绰 阿 Attck,State,Setup殿捞 棵荐 乐栏哥,
// 泅犁 厘馒等 厘厚狼 part啊 悸泼登绢柳促.
bool UpdateAnimation(DWORD Elapsed, bool bRun=true);
// Static 窃荐
//
static HRESULT CreateEquip(CModelManager *pModel, CItemManager *pManager, CEquipment **ppEquip,
DWORD dwIndex, WORD wSelectSkin, PLAYER wPlayer);
private: // 扁裙 函版饶 泪辟 窃荐甸烙
virtual void SelectSkill(DWORD dwSelectSkill) { m_dwUseSelect = dwSelectSkill; }
virtual void NextSkill();
public:
DWORD m_dwSlot; // 蜡历 牢亥配府俊辑狼 浇吩
protected:
EQUIP_POS m_EquipPos;
DWORD m_dwUseSelect; // 荤侩窍妨绊 急琶茄 厘厚
vector<CProperty *> m_cplistSkill;
SPRITE_TEXTURE *m_pIcon;
};
#endif
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