📄 3darmor.cpp
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// 3DArmor.cpp: implementation of the C3DArmor class.
//
//////////////////////////////////////////////////////////////////////
#include "3DArmor.h"
#include "GameDataSet.h"
#include "3DRoleData.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
C3DArmor::C3DArmor()
{
}
C3DArmor::~C3DArmor()
{
}
//--------------------------------------------------------------------
C3DArmor* C3DArmor::CreateNew(OBJID idType)
{
if(idType == ID_NONE)
return NULL;
C3DArmor* pData = new C3DArmor;
if(!pData)
return NULL;
if(!pData->Create(idType))
{
SAFE_DELETE(pData);
return NULL;
}
return pData;
}
//--------------------------------------------------------------------
BOOL C3DArmor::Create(OBJID idType)
{
if(idType == ID_NONE)
return false;
const char szIniFile[] = "ini/Armor.ini";
char szTitle[256] = "";
sprintf(szTitle, "Armor%09u", idType);
RolePartInfo* pPartInfo = g_obj3DRoleData.GetRoleRartInfo(ROLEPARTINFO_AEMOR, szTitle);
if(!pPartInfo)
::ErrorOut("%s not found in %s!", szTitle, szIniFile);
m_infoPart.idMesh = pPartInfo->idMesh;
m_infoPart.idTexture = pPartInfo->idTexture;
m_infoPart.p3DMesh = g_objGameDataSet.Get3DObj(pPartInfo->idMesh);
m_infoPart.idTexture2 = pPartInfo->idTexture2;
m_infoPart.fCurrentX = 0.0f;
m_infoPart.fCurrentY = 0.0f;
m_infoPart.fSpeedX = pPartInfo->fMoveRateX;
m_infoPart.fSpeedY = pPartInfo->fMoveRateY;
// keep idtype
m_idType = idType;
return true;
}
//--------------------------------------------------------------------
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