📄 msgsyndicateattributeinfo.cpp
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// MsgSyndicateAttributeInfo.cpp: implementation of the CMsgSyndicateAttributeInfo class.
//
//////////////////////////////////////////////////////////////////////
#include "MsgSyndicateAttributeInfo.h"
#include "Hero.h"
#include "GamePlayerSet.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CMsgSyndicateAttributeInfo::CMsgSyndicateAttributeInfo()
{
Init();
m_pInfo =(MSG_Info* )m_bufMsg;
}
CMsgSyndicateAttributeInfo::~CMsgSyndicateAttributeInfo()
{
}
//---------------------------------------------------------------------
BOOL CMsgSyndicateAttributeInfo::Create(char* pMsgBuf, DWORD dwSize)
{
if (!CNetMsg::Create(pMsgBuf, dwSize))
return false;
if(_MSG_SYNATTRINFO != this->GetType())
return false;
return true;
}
//---------------------------------------------------------------------
void CMsgSyndicateAttributeInfo::Process(void* pInfo)
{
if(g_objHero.GetLastSyndicateID() != ID_NONE && m_pInfo->idSyndicate == ID_NONE)
{
g_objPlayerSet.ClearAllSyndicateStatus();
}
g_objHero.SetSyndicateID(m_pInfo->idSyndicate);
g_objHero.SetSyndicateRank(m_pInfo->ucRank);
g_objHero.SetSyndicateProffer(m_pInfo->nProffer);
g_objHero.SetSyndicateFund(m_pInfo->dwSyndicateFund);
g_objHero.SetSyndicateFamer(m_pInfo->dwSyndicateFamer);
g_objHero.SetSyndicateSynRank(m_pInfo->ucSynRank);
g_objHero.SetSyndicateLevel(m_pInfo->ucLevel);
g_objHero.SetSyndicateLeaderName(m_pInfo->szLeader);
g_objHero.SetSyndicatePopulation(m_pInfo->dwSyndicatePopulation);
if(m_pInfo->usMantle == 0)
{
g_objHero.SetMantle(0);
}
else
{
g_objHero.SetMantle(m_pInfo->usMantle + 999000);
}
if(m_pInfo->idSyndicate != ID_NONE)
g_objPlayerSet.SetSyndicateStatus(m_pInfo->idSyndicate, SYNDICATE_SELF);
::PostCmd(CMD_FLASH_SYNDICATE);
}
//---------------------------------------------------------------------
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