////////////////////////////////////////////////////////////////////////////////
// 액션을 실행한다.
////////////////////////////////////////////////////////////////////////////////
void ActionSetResurrectZone::execute (Creature * pCreature1 , Creature * pCreature2) 
	throw(Error)
{
	__BEGIN_TRY

	Assert(pCreature1 != NULL);
	Assert(pCreature2 != NULL);
	Assert(pCreature1->isNPC());
	Assert(pCreature2->isPC());

	// 일단 클라이언트를 위해서 OK 패킷을 함 날린다.
	GCNPCResponse okpkt;
	Player* pPlayer = pCreature2->getPlayer();
	Assert(pPlayer != NULL);
	pPlayer->sendPacket(&okpkt);

	if (pCreature2->isSlayer())
	{
		Slayer* pSlayer = dynamic_cast<Slayer*>(pCreature2);
		pSlayer->setResurrectZoneIDEx(m_ZoneID);
	}
	else if (pCreature2->isVampire())
	{
		Vampire* pVampire = dynamic_cast<Vampire*>(pCreature2);
		pVampire->setResurrectZoneIDEx(m_ZoneID);
	}
	else if (pCreature2->isOusters())
	{
		Ousters* pOusters = dynamic_cast<Ousters*>(pCreature2);
		pOusters->setResurrectZoneIDEx(m_ZoneID);
	}

	GCSystemMessage msg;
	msg.setMessage(g_pStringPool->getString(STRID_SET_RESURRECTION_POSITION ));
	pPlayer->sendPacket(&msg);

	__END_CATCH
}