📄 skillobjectstateunit_dummystate.cpp
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// SkillObjectStateUnit_DummyState.cpp: implementation of the CSkillObjectStateUnit_DummyState class.
//
//////////////////////////////////////////////////////////////////////
#include "stdafx.h"
#include "SkillObjectStateUnit_DummyState.h"
#ifdef _MHCLIENT_
#include "StatusIconDlg.h"
#include "SkillObject_client.h"
#endif
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CSkillObjectStateUnit_DummyState::CSkillObjectStateUnit_DummyState()
{
}
CSkillObjectStateUnit_DummyState::~CSkillObjectStateUnit_DummyState()
{
}
void CSkillObjectStateUnit_DummyState::Init(CSkillInfo* pSkillInfo,WORD SkillLevel)
{
if(pSkillInfo->GetContinueAttAttack(12) != 0)
{
#ifdef _MHCLIENT_
/*
maintain_damage01_S.beff 拳加己 瘤加单固瘤
maintain_damage02_S.beff 荐加己 瘤加单固瘤
maintain_damage03_S.beff 陛加己 瘤加单固瘤
maintain_gas_S.beff 刀加己 瘤加单固瘤
*/
m_StateEffectNum[0] = pSkillInfo->GetSkillInfo()->EffectMineOperate;
if(pSkillInfo->GetAttrib() == ATTR_FIRE)
{
m_StateIconNum[0] = eStatusIcon_FireContinueDamage;
}
else if(pSkillInfo->GetAttrib() == ATTR_WATER)
{
m_StateIconNum[0] = eStatusIcon_WaterContinueDamage;
}
else if(pSkillInfo->GetAttrib() == ATTR_IRON)
{
m_StateIconNum[0] = eStatusIcon_IronContinueDamage;
}
else if(pSkillInfo->GetAttrib() == ATTR_NOATTR)
{
m_StateIconNum[0] = eStatusIcon_PoisonContinueDamage;
}
else
{
m_StateIconNum[0] = eStatusIcon_PoisonContinueDamage;
}
#endif
m_PNTarget = SKILLRESULTKIND_NEGATIVE;
}
if(pSkillInfo->GetContinueRecoverLife(12) != 0)
{
#ifdef _MHCLIENT_
m_StateIconNum[1] = eStatusIcon_HealContinue;
// 瘤加瓤苞钎矫
m_StateEffectNum[1] = pSkillInfo->GetSkillInfo()->EffectMineOperate;
#endif
m_PNTarget = SKILLRESULTKIND_POSITIVE;
}
}
#ifdef _MHCLIENT_
#include "StatusIconDlg.h"
#endif
void CSkillObjectStateUnit_DummyState::DoStartState(CObject* pObject)
{
#ifdef _MHCLIENT_
OBJECTEFFECTDESC desc[MAX_SKILLMAINTAIN_EFFECT];
for(int n=0;n<MAX_SKILLMAINTAIN_EFFECT;++n)
{
if(m_StateIconNum[n])
STATUSICONDLG->AddIcon(pObject,m_StateIconNum[n]);
desc[n].SetDesc(m_StateEffectNum[n]);
}
pObject->AddObjectEffect(SKILLOBJECT_ID_START+m_pSkillObject->GetSkillIdx(),desc,MAX_SKILLMAINTAIN_EFFECT);
#endif
}
void CSkillObjectStateUnit_DummyState::DoEndState(CObject* pObject)
{
#ifdef _MHCLIENT_
for(int n=0;n<MAX_SKILLMAINTAIN_EFFECT;++n)
{
if(m_StateIconNum[n])
STATUSICONDLG->RemoveIcon(pObject,m_StateIconNum[n]);
}
pObject->RemoveObjectEffect(SKILLOBJECT_ID_START+m_pSkillObject->GetSkillIdx());
#endif
}
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