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📄 opencasket.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    : OpenCasket.cpp// Written by  : // Description : //////////////////////////////////////////////////////////////////////////////#include "OpenCasket.h"#include "Gpackets/GCSkillToSelfOK1.h"#include "Gpackets/GCSkillToSelfOK2.h"#include "Gpackets/GCSkillToObjectOK1.h"#include "Gpackets/GCSkillToObjectOK2.h"#include "Gpackets/GCSkillToObjectOK3.h"#include "Gpackets/GCSkillToObjectOK4.h"#include "Gpackets/GCSkillToObjectOK5.h"#include "Gpackets/GCAddEffect.h"#include "HitRoll.h"//////////////////////////////////////////////////////////////////////////////// 浇饭捞绢 伎橇 勤甸矾//////////////////////////////////////////////////////////////////////////////void OpenCasket::execute(Vampire* pVampire, VampireSkillSlot* pVampireSkillSlot, CEffectID_t CEffectID)	throw(Error){	__BEGIN_TRY	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin(slayerself)" << endl;	Assert(pVampire != NULL);	//Assert(pVampireSkillSlot != NULL);	//cout << "Open Casket" << endl;	try 	{		Player* pPlayer = pVampire->getPlayer();		Zone* pZone = pVampire->getZone();		Assert(pPlayer != NULL);		Assert(pZone != NULL);		GCSkillToSelfOK1 _GCSkillToSelfOK1;		GCSkillToSelfOK2 _GCSkillToSelfOK2;		SkillType_t       SkillType  = getSkillType();		//SkillInfo*        pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);		// 包 加俊 甸绢乐绰 版快父 荤侩 啊瓷窍促.		bool bEffected   = pVampire->isFlag(Effect::EFFECT_CLASS_CASKET);		if (bEffected)		{			//cout << "Open Casket Succeed" << endl;			// 捞棋飘 努贰胶甫 父甸绢 嘿牢促.			EffectManager* pEffectManager = pVampire->getEffectManager();			Assert(pEffectManager!=NULL);			Effect* pEffect = pEffectManager->findEffect( Effect::EFFECT_CLASS_CASKET );			if (pEffect!=NULL)			{				pEffect->setDeadline(0);//				pEffect->unaffect();//				pEffectManager->deleteEffect( Effect::EFFECT_CLASS_CASKET );//				pVampire->removeFlag( Effect::EFFECT_CLASS_CASKET );			}			// 菩哦阑 父甸绢 焊辰促.			_GCSkillToSelfOK1.setSkillType(SkillType);			_GCSkillToSelfOK1.setCEffectID(CEffectID);			_GCSkillToSelfOK1.setDuration(0);					_GCSkillToSelfOK2.setObjectID(pVampire->getObjectID());			_GCSkillToSelfOK2.setSkillType(SkillType);			_GCSkillToSelfOK2.setDuration(0);					pPlayer->sendPacket(&_GCSkillToSelfOK1);					pZone->broadcastPacket(pVampire->getX(), pVampire->getY(),  &_GCSkillToSelfOK2, pVampire);			// set Next Run Time			//pVampireSkillSlot->setRunTime(output.Delay);		} 		else 		{			//cout << "Open Casket Failed1" << endl;			executeSkillFailNormal(pVampire, getSkillType(), NULL);		}	} 	catch (Throwable & t) 	{		//cout << "Open Casket Failed2" << endl;		executeSkillFailException(pVampire, getSkillType());	}	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End(slayerself)" << endl;	__END_CATCH}OpenCasket g_OpenCasket;

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