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📄 stoneauger.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    : StoneAuger.cpp// Written by  : // Description : //////////////////////////////////////////////////////////////////////////////#include "StoneAuger.h"#include "SimpleTileMissileSkill.h"#include "RankBonus.h"//////////////////////////////////////////////////////////////////////////////// 轨颇捞绢 坷宏璃飘 勤甸矾//////////////////////////////////////////////////////////////////////////////void StoneAuger::execute(Ousters* pOusters, ObjectID_t TargetObjectID, OustersSkillSlot* pOustersSkillSlot, CEffectID_t CEffectID)	throw(Error){	__BEGIN_TRY	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End(vampire)" << endl;	Assert(pOusters != NULL);	Assert(pOustersSkillSlot != NULL);	try	{		Zone* pZone = pOusters->getZone();		Assert(pZone != NULL);		Creature* pTargetCreature = pZone->getCreature(TargetObjectID);		//Assert(pTargetCreature != NULL);		// NoSuch力芭. by sigi. 2002.5.2		if (pTargetCreature==NULL			|| pTargetCreature->isFlag(Effect::EFFECT_CLASS_NO_DAMAGE) // by sigi. 2002.10.30			)		{			executeSkillFailException(pOusters, getSkillType());			return;		}		execute(pOusters, pTargetCreature->getX(), pTargetCreature->getY(), pOustersSkillSlot, CEffectID);	} 	catch (Throwable & t) 	{		executeSkillFailException(pOusters, getSkillType());	}	__END_CATCH}void StoneAuger::execute(Ousters* pOusters, ZoneCoord_t X, ZoneCoord_t Y, OustersSkillSlot* pOustersSkillSlot, CEffectID_t CEffectID) throw(Error){	__BEGIN_TRY	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin(vampire)" << endl;	SkillInput input(pOusters, pOustersSkillSlot);	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_OUSTERS_WRISTLET;	param.STRMultiplier = 0;	param.DEXMultiplier = 0;	param.INTMultiplier = 0;	param.bMagicHitRoll = true;	param.bMagicDamage  = true;	param.bAdd          = false;	if ( input.SkillLevel < 15 ) param.Grade = 0;	else if ( input.SkillLevel < 30 ) param.Grade = 1;	else param.Grade = 2;	SIMPLE_SKILL_OUTPUT result;	param.addMask( 0, 0, 100 );	param.addMask( 1, 0, 100 );	param.addMask(-1, 0, 100 );	param.addMask( 0, 1, 100 );	param.addMask( 0,-1, 100 );	g_SimpleTileMissileSkill.execute(pOusters, X, Y, pOustersSkillSlot, param, result, CEffectID);	__END_CATCH}StoneAuger g_StoneAuger;

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