📄 melee.cpp
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//-----------------------------------------------------------------------------------------------------------
// - AttackEquip 盒幅 吝 茄俺
// File : Melee.cpp
//-----------------------------------------------------------------------------------------------------------
#include "StdAfx.h"
#include "Melee.h"
CAttack_Melee::CAttack_Melee()
{ this->Init(); }
CAttack_Melee::CAttack_Melee(_WEAPON_DATA *pInfo, CMCModel *pModel)
{
this->Init();
this->SetInfoEquip(pInfo);
if(pModel == NULL)
{
CUtility::printf_Debug("\n[Failed] Melee");
return ;
}
m_cpPart = new CMCParts;
m_cpPart->CreateParts(g_pApp->GetD3dDevice(),MODEL_EQUIP,pModel);
}
CAttack_Melee::~CAttack_Melee()
{
}
void CAttack_Melee::Init()
{
m_EquipType = EQUIP_ATTACK;
m_bFire = false;
}
BOOL CAttack_Melee::FrameMove()
{
return true;
}
BOOL CAttack_Melee::Render()
{
if(m_cpPart) m_cpPart->Render();
return true;
}
BOOL CAttack_Melee::CheckCollision(CCollision *pObject)
{
if( !m_bFire ){ return false; } // Fire啊 酒聪扼搁...
D3DXVECTOR3 vTargetPt = pObject->m_tagUnproRay.vIntersectPt;
// 泅犁 备炼惑, 绢恫坷宏璃飘客 面倒沁绰瘤, 谅钎父 啊瘤绊 且荐 绝栏骨肺..
float fDist = D3DXVec3Length( &(vTargetPt - pObject->m_vCenter) ); // 坷宏璃飘客 乔欧等 谅钎狼 芭府啊
if( fDist > pObject->m_fR ) // 馆瘤抚焊促 农促搁,
{ return false; } // 促澜铂肺 逞变促~
// 鸥百俊 吧赴 拱眉客 芭府 炼雀.
D3DXVECTOR3 vStartPos;
if( !m_cpPart->GetFirePos(&vStartPos) ) // 矫累 谅钎扼 救逞绢 柯促搁
{ return false; }
fDist = D3DXVec3Length( &(vTargetPt - vStartPos) );
// 芭府啊 Melee 傍拜狼 裹困 救俊 乐促搁, 面倒肺 埃林
if( fDist < 9 )//m_pInfoAttack->fDistance )
{
m_bFire = false;
return true;
}
return false;
}
bool CAttack_Melee::Fire(bool bMyShoot)
{
// 楷惯 加档甫 拌魂茄促.
m_dwCurTime = timeGetTime();
DWORD dwElapsed = m_dwCurTime - m_dwLastTime;
m_dwLastTime = m_dwCurTime;
m_dwAccTime += dwElapsed;
if(m_dwAccTime < m_pInfoEquip->fShootSpeed ) // 楷惯加档焊促 儒弗 矫埃捞 累促搁
return false; // 傍拜 牡浇
m_dwAccTime=0;
if( rand()%100 <= m_pInfoEquip->nDex ) // 澜... 沥犬档 利侩
{
m_bFire = true;
}
return true;
}
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