// 초기화 할때 저항치를 계산해 둔다
void ZModule_Resistance::InitStatus()
{
	m_nFR = 0;
	m_nCR = 0;
	m_nPR = 0;
	m_nLR = 0;

	// 캐릭터가 아니라면 적절한방법으로 구해놓는다
	ZObject *pThisObj = MStaticCast(ZObject,m_pContainer);
	ZCharacterItem *pItems = pThisObj->GetItems();
	for(int i=0;i<MMCIP_END;i++)
	{
		ZItem *pItem = pItems->GetItem((CCMatchCharItemParts)i);
		if(pItem) {
			CCMatchItemDesc *pDesc = pItem->GetDesc();
			if(pDesc) {
				m_nFR += pDesc->m_nFR.Ref();
				m_nCR += pDesc->m_nCR.Ref();
				m_nLR += pDesc->m_nLR.Ref();
				m_nPR += pDesc->m_nPR.Ref();
			}
		}
	}

	m_nFR = max(min(m_nFR,100),0);
	m_nCR = max(min(m_nCR,100),0);
	m_nPR = max(min(m_nPR,100),0);
	m_nLR = max(min(m_nLR,100),0);
}
bool ZObjectManager::DrawObject(ZObject* pObject)
{
	if ((pObject->GetInitialized()) && (pObject->IsVisible()))
	{
		pObject->Draw();

		if(pObject->IsRendered())
		{
			if ((MIsExactlyClass(ZNetCharacter, pObject)) || 
				(MIsExactlyClass(ZMyCharacter, pObject)) ||
				(MIsExactlyClass(ZHumanEnemy , pObject)) 	)
			{
				MStaticCast(ZCharacterObject, pObject)->DrawShadow();
			}

			m_nOnDrawCnt++;
			m_nRenderedCnt++;
			return true;
		}
	}

	return false;
}