📄 actionactivatemazereturn.cpp
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////////////////////////////////////////////////////////////////////////////////// Filename : ActionActivateMazeReturn.cpp// Written By : // Description :////////////////////////////////////////////////////////////////////////////////#include "ActionActivateMazeReturn.h"#include "Zone.h"#include "ZoneGroup.h"#include "ZoneGroupManager.h"#include "ZoneInfo.h"#include "ZoneInfoManager.h"#include "ZonePlayerManager.h"#include "PCSlayerInfo2.h"#include "PCVampireInfo2.h"#include "Slayer.h"#include "Vampire.h"#include "WeatherManager.h"#include "PaySystem.h"#include "GamePlayer.h"#include "IncomingPlayerManager.h"#include "LogClient.h"#include "PacketUtil.h"#include "ZoneUtil.h"#include "Properties.h"#include "StringPool.h"#include "EffectRefiniumTicket.h"#include "Gpackets/GCUpdateInfo.h"#include "Gpackets/GCMoveOK.h"#include "Gpackets/GCSystemMessage.h"#include "Gpackets/GCNPCResponse.h"////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////void ActionActivateMazeReturn::read (PropertyBuffer & pb) throw (Error){ __BEGIN_TRY try { m_ZoneID = pb.getPropertyInt("ZoneID"); m_X = pb.getPropertyInt("X"); m_Y = pb.getPropertyInt("Y"); } catch (NoSuchElementException & nsee) { throw Error(nsee.toString()); } __END_CATCH}////////////////////////////////////////////////////////////////////////////////// 咀记阑 角青茄促.////////////////////////////////////////////////////////////////////////////////void ActionActivateMazeReturn::execute (Creature * pNPC , Creature * pCreature) throw (Error){ __BEGIN_TRY __BEGIN_DEBUG Assert(pCreature != NULL); Assert(pCreature->isPC()); if ( pCreature->isFlag( Effect::EFFECT_CLASS_REFINIUM_TICKET ) ) { EffectRefiniumTicket* pEffect = dynamic_cast<EffectRefiniumTicket*>(pCreature->findEffect( Effect::EFFECT_CLASS_REFINIUM_TICKET )); if ( pEffect != NULL ) { ZoneID_t ZoneID = pEffect->getPrevExitZoneID(); ZoneCoord_t X = pEffect->getPrevExitX(); ZoneCoord_t Y = pEffect->getPrevExitY(); transportCreature(pCreature, ZoneID, X, Y, true); return; } } transportCreature(pCreature, m_ZoneID, m_X, m_Y, true); __END_DEBUG __END_CATCH}////////////////////////////////////////////////////////////////////////////////// get debug string////////////////////////////////////////////////////////////////////////////////string ActionActivateMazeReturn::toString () const throw (){ __BEGIN_TRY StringStream msg; msg << "ActionActivateMazeReturn(" << "ZoneID:" << (int)m_ZoneID << ",X:" << (int)m_X << ",Y:" << (int)m_Y << ")"; return msg.toString(); __END_CATCH}
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