📄 skillobjectstateunit.cpp
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// SkillObjectStateUnit.cpp: implementation of the CSkillObjectStateUnit class.
//
//////////////////////////////////////////////////////////////////////
#include "stdafx.h"
#include "SkillObjectStateUnit.h"
#include "SkillObjectTargetList.h"
#include "SkillObject_server.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CSkillObjectStateUnit::CSkillObjectStateUnit()
{
#ifdef _MHCLIENT_
for(int n=0;n<MAX_SKILLMAINTAIN_EFFECT;++n)
{
m_StateEffectNum[n] = 0;
m_StateIconNum[n] = 0;
}
#endif
}
CSkillObjectStateUnit::~CSkillObjectStateUnit()
{
}
void CSkillObjectStateUnit::StartState(CSkillObjectTargetList* pTargetList)
{
CObject* pTarget;
BYTE bTargetKind;
pTargetList->SetPositionHead();
if(m_PNTarget & SKILLRESULTKIND_POSITIVE)
{
while(pTargetList->GetNextPositiveTarget(&pTarget,&bTargetKind))
{
DoStartState(pTarget);
}
}
else if(m_PNTarget & SKILLRESULTKIND_NEGATIVE)
{
while(pTargetList->GetNextNegativeTarget(&pTarget,&bTargetKind))
{
DoStartState(pTarget);
}
}
else
{
ASSERT(0);
}
}
void CSkillObjectStateUnit::EndState(CSkillObjectTargetList* pTargetList)
{
CObject* pTarget;
BYTE bTargetKind;
pTargetList->SetPositionHead();
if(m_PNTarget & SKILLRESULTKIND_POSITIVE)
{
while(pTargetList->GetNextPositiveTarget(&pTarget,&bTargetKind))
{
DoEndState(pTarget);
}
}
else if(m_PNTarget & SKILLRESULTKIND_NEGATIVE)
{
while(pTargetList->GetNextNegativeTarget(&pTarget,&bTargetKind))
{
DoEndState(pTarget);
}
}
else
{
ASSERT(0);
}
}
void CSkillObjectStateUnit::StartState(CObject* pObject,BYTE bTargetKind)
{
if(m_PNTarget & bTargetKind)
{
DoStartState(pObject);
}
}
void CSkillObjectStateUnit::EndState(CObject* pObject,BYTE bTargetKind)
{
if(m_PNTarget & bTargetKind)
{
DoEndState(pObject);
}
}
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