📄 huntingroom.cpp
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#include "stdafx.h"
#include ".\huntingroom.h"
#include ".\Map.h"
HuntingRoom::HuntingRoom()
{
}
HuntingRoom::~HuntingRoom()
{
}
VOID HuntingRoom::teleport( WzVector * pToVec )
{
__UNUSED( pToVec );
}
VOID HuntingRoom::warp( BYTE byFieldIdx )
{
__UNUSED( byFieldIdx );
}
VOID HuntingRoom::portal( DWORD dwRoomKey )
{
__UNUSED( dwRoomKey );
}
VOID HuntingRoom::migrate()
{
}
VOID HuntingRoom::Create( MAPID MapID, sROOM_DESC * pRoomDesc, sROOM_OPTION_DESC * pOptionDesc )
{
Zone::Create( MapID, pRoomDesc, pOptionDesc );
/*
// NPC 积己(府哩 啊瓷 咯何 悸泼)
WzVector vPos;
vPos.x = 125.62965f; vPos.y = 75.015633f; vPos.z = 10.335526f;
CreateNPC( 0, 1, 10, &vPos );
*/
}
BOOL HuntingRoom::Update( DWORD dwDeltaTick )
{
GetMap()->Update( dwDeltaTick );
return TRUE;
}
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