📄 effectsleep.cpp
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//////////////////////////////////////////////////////////////////////////////// Filename : EffectSleep.cpp// Written By :// Description ://////////////////////////////////////////////////////////////////////////////#include "EffectSleep.h"#include "Slayer.h"#include "Vampire.h"#include "Monster.h"#include "DB.h"#include "SkillHandler.h"#include "Gpackets/GCRemoveEffect.h"EffectSleep::EffectSleep( Creature* pCreature ) throw( Error ){ __BEGIN_TRY setTarget( pCreature ); __END_CATCH}void EffectSleep::affect() throw( Error ){ __BEGIN_TRY Creature* pCreature = dynamic_cast<Creature*>(m_pTarget); affect( pCreature ); __END_CATCH}void EffectSleep::affect( Creature* pCreature ) throw( Error ){ __BEGIN_TRY __END_CATCH}void EffectSleep::unaffect( Creature* pCreature ) throw( Error ){ __BEGIN_TRY //cout << "EffectSleep " << "unaffect BEGIN" << endl; Assert( pCreature != NULL ); pCreature->removeFlag( Effect::EFFECT_CLASS_SLEEP ); Zone* pZone = pCreature->getZone(); Assert( pZone != NULL ); GCRemoveEffect gcRemoveEffect; gcRemoveEffect.setObjectID( pCreature->getObjectID() ); gcRemoveEffect.addEffectList( Effect::EFFECT_CLASS_SLEEP ); pZone->broadcastPacket( pCreature->getX(), pCreature->getY(), &gcRemoveEffect, pCreature ); if ( pCreature->isPC() ) { Player* pPlayer = pCreature->getPlayer(); Assert( pPlayer != NULL ); pPlayer->sendPacket( &gcRemoveEffect ); } __END_CATCH}void EffectSleep::unaffect() throw( Error ){ __BEGIN_TRY Creature* pCreature = dynamic_cast<Creature*>(m_pTarget); unaffect( pCreature ); __END_CATCH}string EffectSleep::toString() const throw(){ __BEGIN_TRY StringStream msg; msg << "EffectSleep(" << "ObjectID:" << getObjectID() << ")"; return msg.toString(); __END_CATCH}
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