📄 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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