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📄 effectparalyze.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    : EffectParalyze.cpp// Written by  : elca// Description : //////////////////////////////////////////////////////////////////////////////#include "EffectParalyze.h"#include "Creature.h"#include "Slayer.h"#include "Vampire.h"#include "Monster.h"#include "DB.h"#include "Player.h"#include "SkillHandler.h"#include "Gpackets/GCModifyInformation.h"#include "Gpackets/GCStatusCurrentHP.h"#include "Gpackets/GCRemoveEffect.h"EffectParalyze::EffectParalyze(Creature* pCreature)	throw(Error){	__BEGIN_TRY	setTarget(pCreature);	__END_CATCH}void EffectParalyze::affect()	throw(Error){	__BEGIN_TRY	Creature* pCreature = dynamic_cast<Creature *>(m_pTarget);	affect(pCreature);	__END_CATCH }void EffectParalyze::affect(Creature* pCreature)	throw(Error){	__BEGIN_TRY	__END_CATCH}void EffectParalyze::unaffect(Creature* pCreature)	throw(Error){	__BEGIN_TRY	//cout << "EffectParalyze " << "unaffect BEGIN" << endl;	Assert(pCreature != NULL);	pCreature->removeFlag(Effect::EFFECT_CLASS_PARALYZE);	Zone* pZone = pCreature->getZone();	Assert(pZone != NULL);	GCRemoveEffect gcRemoveEffect;	gcRemoveEffect.setObjectID(pCreature->getObjectID());	gcRemoveEffect.addEffectList(Effect::EFFECT_CLASS_PARALYZE);	pZone->broadcastPacket(pCreature->getX(), pCreature->getY(), &gcRemoveEffect);/*	if (pCreature->isSlayer())	{		Slayer*       pTargetSlayer = dynamic_cast<Slayer*>(pCreature);		Player*   	  pGamePlayer = pTargetSlayer->getPlayer();//		SLAYER_RECORD prev;//		pTargetSlayer->getSlayerRecord(prev);//		pTargetSlayer->initAllStat();//		pTargetSlayer->sendRealWearingInfo();//		pTargetSlayer->sendModifyInfo(prev);		GCRemoveEffect gcRemoveEffect;		gcRemoveEffect.setObjectID(pTargetSlayer->getObjectID());		gcRemoveEffect.addEffectList(Effect::EFFECT_CLASS_PARALYZE);		pGamePlayer->sendPacket(&gcRemoveEffect);		pZone->broadcastPacket(pTargetSlayer->getX(), pTargetSlayer->getY(), &gcRemoveEffect, pTargetSlayer);	}	else if (pCreature->isVampire())	{		Vampire*       pTargetVampire = dynamic_cast<Vampire*>(pCreature);		Player*        pGamePlayer = pTargetVampire->getPlayer();//		VAMPIRE_RECORD prev;//		pTargetVampire->getVampireRecord(prev);//		pTargetVampire->initAllStat();//		pTargetVampire->sendRealWearingInfo();//		pTargetVampire->sendModifyInfo(prev);		GCRemoveEffect gcRemoveEffect;		gcRemoveEffect.setObjectID(pTargetVampire->getObjectID());		gcRemoveEffect.addEffectList(Effect::EFFECT_CLASS_PARALYZE);		pGamePlayer->sendPacket(&gcRemoveEffect);		pZone->broadcastPacket(pTargetVampire->getX(), pTargetVampire->getY(), &gcRemoveEffect, pTargetVampire);	}	else	{		Monster* pMonster = dynamic_cast<Monster*>(pCreature);//		pMonster->initAllStat();		GCRemoveEffect gcRemoveEffect;		gcRemoveEffect.setObjectID(pMonster->getObjectID());		gcRemoveEffect.addEffectList(Effect::EFFECT_CLASS_PARALYZE);		pZone->broadcastPacket(pMonster->getX(), pMonster->getY(), &gcRemoveEffect);	}	*/	//cout << "EffectParalyze " << "unaffect END" << endl;	__END_CATCH}void EffectParalyze::unaffect()	throw(Error){	__BEGIN_TRY	//cout << "EffectParalyze " << "unaffect BEGIN" << endl;	Creature* pCreature = dynamic_cast<Creature*>(m_pTarget);	unaffect(pCreature);	//cout << "EffectParalyze " << "unaffect END" << endl;	__END_CATCH}string EffectParalyze::toString() const 	throw(){	__BEGIN_TRY	StringStream msg;	msg << "EffectParalyze("		<< "ObjectID:" << getObjectID()		<< ")";	return msg.toString();	__END_CATCH}

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