void CKanturuBattleOfMaya::SetState_END_MAYA3()
{
	LogAdd( "[ KANTURU ][ BattleOfMaya ] State(%d) -> END_MAYA3",
		this->m_iBattleOfMayaState);

	this->SetBattleSceneState(-1);
	this->SetBattleOfMayaState(KANTURU_MAYA_END3);
	this->SetEntrancePermit(FALSE);
	
	KANTURU_UTIL.NotifyKanturuSuccessValue(this->GetSuccessValue());
}
void CKanturuBattleOfNightmare::SetState_END()
{
	CLog.LogAddC(5, "[ KANTURU ][ BattleOfNightmare ] State(%d) -> END",
		this->m_iBattleOfNightmareState);

	this->SetBattleOfNightmareState(KANTURU_NIGHTMARE_END);
	KANTURU_UTIL.NotifyKanturuSuccessValue(this->GetSuccessValue());

	if ( this->GetSuccessValue() == FALSE )
	{
		KANTURU_UTIL.SendMsgKanturuBattleUser(lMsg.Get(MSGGET(13, 36)));
		CLog.LogAdd("[ KANTURU ][ BattleOfNightmare ] Fail!! TimeOut");
	}
}
void CKanturuBattleOfNightmare::SetState_END()
{
	LogAdd( "[ KANTURU ][ BattleOfNightmare ] State(%d) -> END",
		this->m_iBattleOfNightmareState);

	this->SetBattleOfNightmareState(KANTURU_NIGHTMARE_END);
	KANTURU_UTIL.NotifyKanturuSuccessValue(this->GetSuccessValue());

	if ( this->GetSuccessValue() == FALSE )
	{
		KANTURU_UTIL.SendMsgKanturuBattleUser("Because will limit the time crossed, will force to return the ridge security area.");
		LogAdd("[ KANTURU ][ BattleOfNightmare ] Fail!! TimeOut");
	}
}
void CKanturuBattleOfMaya::SetState_END()
{
	LogAdd( "[ KANTURU ][ BattleOfMaya ] State(%d) -> END",
		this->m_iBattleOfMayaState);

	this->SetBattleSceneState(-1);
	this->SetBattleOfMayaState(KANTURU_MAYA_END);
	this->SetEntrancePermit(FALSE);

	if ( this->GetSuccessValue() == TRUE )
	{
		KANTURU_UTIL.SendMsgKanturuBattleUser("Defeat the Nightmare that controls the Maya to gain entrance to the Refinery.");
	}
	else
	{
		KANTURU_UTIL.NotifyKanturuSuccessValue(this->GetSuccessValue());
		KANTURU_UTIL.SendMsgKanturuBattleUser("Because will limit the time crossed, will force to return the ridge security area.");
	}
	
	LogAdd( "[ KANTURU ][ BattleOfMaya ] Success Value[%d]",
		this->GetSuccessValue());
}