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📄 bloodyknife.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    : BloodyKnife.cpp// Written by  : // Description : //////////////////////////////////////////////////////////////////////////////#include "BloodyKnife.h"#include "SimpleMissileSkill.h"#include "RankBonus.h"//////////////////////////////////////////////////////////////////////////////// 轨颇捞绢 坷宏璃飘 勤甸矾//////////////////////////////////////////////////////////////////////////////void BloodyKnife::execute(Vampire* pVampire, ObjectID_t TargetObjectID, VampireSkillSlot* pVampireSkillSlot, CEffectID_t CEffectID)	throw(Error){	__BEGIN_TRY	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin(vampire)" << endl;	SkillInput input(pVampire);	SkillOutput output;	computeOutput(input, output);	SIMPLE_SKILL_INPUT param;	param.SkillType     = getSkillType();	param.SkillDamage   = output.Damage;	param.Delay         = output.Delay;	param.ItemClass     = Item::ITEM_CLASS_MAX;	param.STRMultiplier = 0;	param.DEXMultiplier = 0;	param.INTMultiplier = 0;	param.bMagicHitRoll = true;	param.bMagicDamage  = true;	param.bAdd          = false;	SIMPLE_SKILL_OUTPUT result;	// Knowledge of Blood 啊 乐促搁 hit bonus 10	int HitBonus = 0;	if ( pVampire->hasRankBonus( RankBonus::RANK_BONUS_KNOWLEDGE_OF_BLOOD ) )	{		RankBonus* pRankBonus = pVampire->getRankBonus( RankBonus::RANK_BONUS_KNOWLEDGE_OF_BLOOD );		Assert( pRankBonus != NULL );		HitBonus = pRankBonus->getPoint();	}	g_SimpleMissileSkill.execute(pVampire, TargetObjectID, pVampireSkillSlot, param, result, CEffectID, HitBonus);	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End(vampire)" << endl;	__END_CATCH}//////////////////////////////////////////////////////////////////////////////// 阁胶磐 坷宏璃飘 勤甸矾//////////////////////////////////////////////////////////////////////////////void BloodyKnife::execute(Monster* pMonster, Creature* pEnemy)	throw(Error){	__BEGIN_TRY	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin(monster)" << endl;	SkillInput input(pMonster);	SkillOutput output;	computeOutput(input, output);	SIMPLE_SKILL_INPUT param;	param.SkillType     = getSkillType();	param.SkillDamage   = output.Damage;	param.Delay         = output.Delay;	param.ItemClass     = Item::ITEM_CLASS_MAX;	param.STRMultiplier = 0;	param.DEXMultiplier = 0;	param.INTMultiplier = 0;	param.bMagicHitRoll = true;	param.bMagicDamage  = true;	param.bAdd          = false;	SIMPLE_SKILL_OUTPUT result;	g_SimpleMissileSkill.execute(pMonster, pEnemy, param, result);	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End(monster)" << endl;	__END_CATCH}BloodyKnife g_BloodyKnife;

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