📄 uninvisibility.cpp
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//////////////////////////////////////////////////////////////////////////////// Filename : Uninvisibility.cpp// Written by : elca@ewestsoft.com// Description : //////////////////////////////////////////////////////////////////////////////#include "Uninvisibility.h"#include "ZoneUtil.h"////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////void Uninvisibility::execute(Vampire * pVampire) throw(Error){ __BEGIN_TRY //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin" << endl; Assert(pVampire != NULL); try { if (pVampire->isDead()) { //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl; return; } Zone* pZone = pVampire->getZone(); Assert(pZone != NULL); if (!pVampire->isFlag(Effect::EFFECT_CLASS_INVISIBILITY)) { executeSkillFailException(pVampire, getSkillType()); //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl; return; } addVisibleCreature(pZone, pVampire, true); } catch(Throwable & t) { executeSkillFailException(pVampire, getSkillType()); } //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl; __END_CATCH}////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////void Uninvisibility::execute(Monster* pMonster) throw(Error){ __BEGIN_TRY //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin" << endl; Assert(pMonster != NULL); try { if (pMonster->isDead()) { //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl; return; } Zone* pZone = pMonster->getZone(); Assert(pZone != NULL); if (pMonster->isFlag(Effect::EFFECT_CLASS_INVISIBILITY)) { addVisibleCreature(pZone, pMonster, true); } } catch(Throwable & t) { //cout << t.toString() << endl; } //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl; __END_CATCH}Uninvisibility g_Uninvisibility;
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