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📄 uninvisibility.cpp

📁 天之炼狱1服务器端源文件游戏服务端不完整
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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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