📄 situation_exe.cpp
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#include "stdafx.h"
#include "SITUATION_exe.h"
// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
// Don't Touch me
// Ask taiyo if you wanna change
#ifdef ENCODESITUATION
#undef ENCODESITUATION
#endif
#define ENCODESITUATION(a) a,
CONDITION_FUNC globalSITUATION[]=
{
#include "SITUATION_Incl.h"
};
#ifdef ENCODESITUATION
#undef ENCODESITUATION
#endif
#define ENCODESITUATION(a) BOOL a##(CObject * p)
// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
// --------------------------------------------------------------------------------------------
// --------------------------------------------------------------------------------------------
// > Custom code list - 2003. 10. 30. taiyo
// Add user callback function (for SITUATION)
//
// ex)
// 1. Add ENCODESITUATION( yourCallBackFunctionName ) code in File"SITUATION_incl.h"
// 2. Your ENCODESITUATION( yourCallBackFunctionName ){ } function is implemented
// 3. Write your situation code!!
// --------------------------------------------------------------------------------------------
// #include header
#include "BossMonster.h"
#include "UserTable.h"
#include "BossMonsterManager.h"
#include "SkillInfo.h"
// #include header
ENCODESITUATION(IsTest)
{
//bad
return FALSE;
//good
return TRUE;
}
ENCODESITUATION(IsBossMonster65HPLessThan50)
{
/* CBossMonster * pMonster = BOSSMONSTERMNGR->GetBoss();
if(!pMonster)
return FALSE;
BASE_MONSTER_LIST * apr = pMonster->GetSMonsterList();
if( apr->SkillInfo[2]->GetDelayTime() + pMonster->m_aiParam.AttackStartTime < gCurTime )
{
if( pMonster->GetLife() <= ((float)pMonster->GetMaxLife() / 2.f) )
{
return TRUE;
}
}
*/
return FALSE;
}
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