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📄 effectcoma.cpp

📁 天之炼狱1服务器端源文件游戏服务端不完整
💻 CPP
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//////////////////////////////////////////////////////////////////////////////// Filename    : EffectComa.cpp// Written by  : excel96// Description : //////////////////////////////////////////////////////////////////////////////#include "EffectComa.h"#include "Assert.h"#include "Slayer.h"#include "Vampire.h"#include "Ousters.h"#include "Tile.h"#include "Zone.h"#include "GamePlayer.h"#include "ZoneGroupManager.h"#include "ZoneInfo.h"#include "ZoneInfoManager.h"#include "ZonePlayerManager.h"#include "IncomingPlayerManager.h"#include "Event.h"#include "EventResurrect.h"#include "ResurrectLocationManager.h"#include "ItemUtil.h"#include "AlignmentManager.h"#include "ItemFactoryManager.h"#include "SlayerCorpse.h"#include "VampireCorpse.h"#include "LogClient.h"#include "Thread.h"    #include "Gpackets/GCCreatureDied.h"#include "Gpackets/GCGetOffMotorCycle.h"////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////EffectComa::EffectComa(Creature* pCreature)	throw(Error){	__BEGIN_TRY	setTarget(pCreature);	__END_CATCH}EffectComa::~EffectComa()	throw(Error){	__BEGIN_TRY	__END_CATCH}void EffectComa::affect()	throw(Error){	__BEGIN_TRY	Creature* pCreature = dynamic_cast<Creature *>(m_pTarget);	affect(pCreature);	__END_CATCH }void EffectComa::affect(Creature* pCreature)	throw(Error){	__BEGIN_TRY	__END_CATCH}void EffectComa::unaffect(Creature* pDeadCreature)	throw(Error){	__BEGIN_TRY	//cout << "EffectComa " << "unaffect BEGIN(Creature)" << endl;		Assert(pDeadCreature != NULL);	//Assert(pDeadCreature->isDead());	// 捞棋飘 敲贰弊甫 昏力秦霖促.	pDeadCreature->removeFlag(Effect::EFFECT_CLASS_COMA);	// 朝酒坷搁 碍力肺 磷捞绰 内靛甫 笼绢持绰促.	if (pDeadCreature->isSlayer())	{		Slayer* pSlayer = dynamic_cast<Slayer*>(pDeadCreature);		pSlayer->setHP(0, ATTR_CURRENT);	}	else if (pDeadCreature->isVampire())	{		Vampire* pVampire = dynamic_cast<Vampire*>(pDeadCreature);		pVampire->setHP(0, ATTR_CURRENT);	}	else if (pDeadCreature->isOusters())	{		Ousters* pOusters = dynamic_cast<Ousters*>(pDeadCreature);		pOusters->setHP(0, ATTR_CURRENT);	}	//cout << "EffectComa " << "unaffect END(Creature)" << endl;	__END_CATCH}void EffectComa::unaffect()	throw(Error){	__BEGIN_TRY	//cout << "EffectComa " << "unaffect BEGIN" << endl;	Creature* pCreature = dynamic_cast<Creature*>(m_pTarget);	unaffect(pCreature);	//cout << "EffectComa " << "unaffect END" << endl;	__END_CATCH}void EffectComa::create(const string & ownerID) 	throw(Error){	__BEGIN_TRY	__END_CATCH}void EffectComa::destroy(const string & ownerID)	throw(Error){	__BEGIN_TRY	__END_CATCH}void EffectComa::save(const string & ownerID) 	throw(Error){	__BEGIN_TRY	__END_CATCH}// 胶鸥泼 矫埃篮 捞棋飘甫 积己茄 矫埃捞磊, 敲饭捞绢啊 磷篮 矫埃捞促.// 捞 矫埃俊促 5檬甫 歹窃栏肺结, canResurrect 窃荐俊辑 磷篮 第 5檬啊 瘤唱瘤// 臼篮 荤恩捞 Resurrect给窍霸 八荤且 荐 乐促.void EffectComa::setStartTime(void){	getCurrentTime(m_StartTime);	m_StartTime.tv_sec += 5;}bool EffectComa::canResurrect(void){	Timeval currentTime;	getCurrentTime(currentTime);	if (m_StartTime < currentTime)	{		return true;	}	return false;}string EffectComa::toString()	const throw(){	__BEGIN_TRY	StringStream msg;	msg << "EffectComa("		<< "ObjectID:" << getObjectID()		<< ")";	return msg.toString();	__END_CATCH}void EffectComaLoader::load(Creature* pCreature) 	throw(Error){	__BEGIN_TRY	__END_CATCH}EffectComaLoader* g_pEffectComaLoader = NULL;

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