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📄 execute_fightingenergy.cpp

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#include "stdafx.h"
#include "Ability.h"


DEFINE_EXECUTE_FUNC( FightingEnergy )
{
	SKILL_RESULT_FIGHTING_ENERGY *pFightingMsg = (SKILL_RESULT_FIGHTING_ENERGY*)pMsg;

	// 捧扁 刘皑 俺荐
	int iIncreseCount = m_pBaseAbilityInfo->m_iParam[1];
	int iDecreseCount = m_pBaseAbilityInfo->m_iOption2;
	
	// 捧扁俺荐 刘皑 绢呼矾萍
	if( GetAbilityID() == eABILITY_FIGHTING_ENERGY_NUM_INCREASE )
	{
		if( m_pAttacker->GetFightingEnergy() >= MAX_FIGHTING_ENERGY_NUM )	return FALSE;

		m_pAttacker->AddFightingEnergy( iIncreseCount );
	}
	// 捧扁俺荐 皑家 绢呼矾萍
	else if( GetAbilityID() == eABILITY_BONUS_DAMAGE_PER_FIGHTING_ENERGY )
	{
		// iDecreseCount啊 0捞搁 乐绰 父怒 捧扁甫 家葛矫挪促.
		if( !iDecreseCount )
		{
			m_bTempApply = FALSE;
			m_iSkillAttackPower += m_pBaseAbilityInfo->m_iParam[0] * m_pAttacker->GetFightingEnergy();
			m_fSkillPercentDamage += (float)( m_pBaseAbilityInfo->m_iParam[1] * m_pAttacker->GetFightingEnergy() / 1000.0f );

			m_pAttacker->DelFightingEnergy( m_pAttacker->GetFightingEnergy() );
		}
		else
		{
			// 泅犁 捧扁 俺荐啊 鞘夸茄 父怒 乐绰瘤 眉农茄促.
			if( m_pAttacker->GetFightingEnergy() < iDecreseCount )	return FALSE;

			// 胶懦傍拜仿, %眠啊蔼阑 悸泼窍绊 捧扁俺荐甫 皑家矫挪促.
			m_bTempApply = FALSE;
			m_iSkillAttackPower += m_pBaseAbilityInfo->m_iParam[0];
			m_fSkillPercentDamage += (float)( m_pBaseAbilityInfo->m_iParam[1] / 1000.0f );

			m_pAttacker->DelFightingEnergy( iDecreseCount );
		}
	}

	// 菩哦备炼眉甫 盲款促.
	pFightingMsg->m_wAbilityIndex = byOrder;
	pFightingMsg->m_sFightingEnergyCount = m_pAttacker->GetFightingEnergy();
	wMsgSize = pFightingMsg->GetSize();

	return TRUE;
}






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