📄 bonusdamagestatus.cpp
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#include "stdafx.h"
#include "Ability.h"
#include "BonusDamageStatus.h"
VOID BonusDamageStatus::Init( Character *pOwner, Character *pAttacker, Ability *pAbility )
{
AbilityStatus::Init( pOwner, pAttacker, pAbility );
BASE_ABILITYINFO *pBaseAbilityInfo = pAbility->GetBaseAbilityInfo();
m_eAttackType = (eATTACK_TYPE)pBaseAbilityInfo->m_iOption1;
}
VOID BonusDamageStatus::AddDamage( eATTACK_TYPE attackType, DAMAGETYPE &wDamage )
{
if( m_eAttackType != attackType ) return;
int iValue = m_iValue;
if( m_iValueType == VALUE_TYPE_PERCENT_PER_MAX ) iValue = wDamage * iValue / 1000;
else if( m_iValueType == VALUE_TYPE_PERCENT_PER_CUR ) iValue = wDamage * iValue / 1000;
wDamage += iValue;
}
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