📄 effectfadeout.cpp
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//////////////////////////////////////////////////////////////////////////////// Filename : EffectFadeOut.cpp// Written by : elca// Description : // 焙牢扁贱 Sniping 肚绰 轨颇捞绢 扁贱 Invisibility肺 牢秦辑// 泅犁 痢痢 锐固秦廉啊绊 乐绰(荤扼瘤绊 乐绰) 农府媚俊 嘿绰 捞棋飘捞促.//////////////////////////////////////////////////////////////////////////////#include "EffectFadeOut.h"#include "EffectInvisibility.h"#include "EffectSnipingMode.h"#include "Slayer.h"#include "Vampire.h"#include "DB.h"#include "ZoneUtil.h"#include "Gpackets/GCDeleteObject.h"////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////EffectFadeOut::EffectFadeOut(Creature* pCreature) throw(Error){ __BEGIN_TRY setTarget(pCreature); __END_CATCH}////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////void EffectFadeOut::affect(Creature* pCreature) throw(Error){ __BEGIN_TRY __END_CATCH}////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////void EffectFadeOut::affect(Zone* pZone , ZoneCoord_t x , ZoneCoord_t y , Object* pObject) throw(Error){ __BEGIN_TRY __END_CATCH}////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////void EffectFadeOut::unaffect(Creature* pCreature) throw(Error){ __BEGIN_TRY //cout << "EffectFadeOut " << "unaffect BEGIN" << endl; Assert(pCreature != NULL); Zone* pZone = pCreature->getZone(); Assert(pZone != NULL); ZoneCoord_t x = pCreature->getX(); ZoneCoord_t y = pCreature->getY(); pCreature->removeFlag(Effect::EFFECT_CLASS_FADE_OUT); // 焙牢扁贱 Sniping俊 狼茄 巴捞扼搁... if (m_isSniping) { // 浇饭捞绢父捞 秦寸等促. Assert(pCreature->isSlayer()); Assert(pCreature->isFlag(Effect::EFFECT_CLASS_SNIPING_MODE) == false); Assert(pCreature->findEffect(Effect::EFFECT_CLASS_SNIPING_MODE) == NULL); Slayer* pSlayer = dynamic_cast<Slayer*>(pCreature); EffectSnipingMode* pEffect = new EffectSnipingMode(pSlayer); pEffect->setDeadline(m_Duration); pSlayer->addEffect(pEffect); pSlayer->setFlag(Effect::EFFECT_CLASS_SNIPING_MODE); // 捞棋飘甫 嘿看栏聪, 瓷仿摹甫 犁拌魂茄促. SLAYER_RECORD prev; pSlayer->getSlayerRecord(prev); pSlayer->initAllStat(); pSlayer->sendRealWearingInfo(); pSlayer->sendModifyInfo(prev); addSnipingModeCreature(pZone, pCreature, x, y); } // 轨颇捞绢 扁贱 Invisibility俊 狼茄 巴捞扼搁... else { // 轨颇捞绢唱 阁胶磐父捞 秦寸等促. Assert(pCreature->isVampire() || pCreature->isMonster()); Assert(pCreature->isFlag(Effect::EFFECT_CLASS_INVISIBILITY) == false); Assert(pCreature->findEffect(Effect::EFFECT_CLASS_INVISIBILITY) == NULL); EffectInvisibility* pEffect = new EffectInvisibility(pCreature); pEffect->setNextTime(10); pEffect->setDeadline(99999999); // 公茄捞促. pCreature->addEffect(pEffect); addInvisibleCreature(pZone, pCreature, x, y); } //cout << "EffectFadeOut " << "unaffect END" << endl; __END_CATCH}////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////void EffectFadeOut::unaffect() throw(Error){ __BEGIN_TRY //cout << "EffectFadeOut " << "unaffect BEGIN" << endl; Creature* pCreature = dynamic_cast<Creature*>(m_pTarget); unaffect(pCreature); //cout << "EffectFadeOut " << "unaffect END" << endl; __END_CATCH}////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////void EffectFadeOut::unaffect(Zone* pZone , ZoneCoord_t x , ZoneCoord_t y , Object* pObject) throw(Error){ __BEGIN_TRY __END_CATCH}////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////string EffectFadeOut::toString() const throw(){ __BEGIN_TRY StringStream msg; msg << "EffectFadeOut(" << "ObjectID:" << getObjectID() << ")"; return msg.toString(); __END_CATCH}
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