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📄 execute_buffrangedamage.cpp

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💻 CPP
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#include "stdafx.h"
#include "Ability.h"
#include "CharacterFormula.h"
#include "BaseEffect.h"
#include "StatusManager.h"


DEFINE_EXECUTE_FUNC( BuffRangeDamage )
{
	// 颇扼固磐 悸泼
	eATTACK_TYPE eAttackType = (eATTACK_TYPE)m_pBaseAbilityInfo->m_iOption1;
	float fRadius = m_pBaseAbilityInfo->m_iParam[0] / 10.f;
	int iDamage = m_pBaseAbilityInfo->m_iParam[1];
	int iApplicationTime = m_pBaseAbilityInfo->m_iParam[2];
	int iPeriodicTime = m_pBaseAbilityInfo->m_iParam[3];

	// 康开俊 吧府绰 版快
	if( m_pBaseAbilityInfo->m_iOption2 == 3 )
	{
		Field *pField = m_pAttacker->GetField();
		if( !pField ) return FALSE;

		// 康开俊 林扁 单固瘤 捞棋飘 眠啊
		BaseEffect *pEffect = pField->AllocEffect( EFFECT_TYPE_PERIODIC_DAMAGE );
		if( !pEffect )	return FALSE;

		pEffect->Init( GetSkillCode(), iApplicationTime, iPeriodicTime, m_pAttacker, m_wvMainTargetPos, fRadius );
		pEffect->SetDamage( eAttackType, iDamage );

		// 菩哦备炼眉甫 盲款促.
		SKILL_RESULT_EFFECT *pEffectMsg = (SKILL_RESULT_EFFECT*)pMsg;
		pEffectMsg->m_wAbilityIndex = byOrder;
		pEffectMsg->m_wvCurPos = m_wvMainTargetPos;
		wMsgSize = pEffectMsg->GetSize();
	}
	// 某腐磐俊 吧府绰 版快
	else
	{
		if( !pTarget )	return FALSE;

		AbilityStatus *pAbilityStatus = pTarget->GetStatusManager()->AllocAbility( m_pAttacker, this );
		if( !pAbilityStatus )	return FALSE;

		// 菩哦备炼眉甫 盲款促.
		SKILL_RESULT_CODE *pCodeMsg = (SKILL_RESULT_CODE*)pMsg;
		pCodeMsg->m_wAbilityIndex = byOrder;
		wMsgSize = pCodeMsg->GetSize();
	}


	return TRUE;
}

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