void CKanturuBattleOfMaya::ProcState_MAYA2()
{
	if ( gObj[this->m_iMayaRightHandObjIndex].Live == FALSE )
	{
		if ( this->m_iMayaHandDieTimeCounter == 0 )
		{
			this->SetSuccessValue(TRUE);
			this->SetSceneSuccessValue(TRUE);

			LogAdd("[ KANTURU ][ BattleOfMaya ] Success!! - DetailState:%d",
				this->m_iBattleOfMayaState);

			g_KanturuBattleUserMng.LogBattleWinnerUserInfo(1,
				this->m_BattleTimeInfo[this->m_iSceneState].GetElapsedTime());

			KANTURU_UTIL.NotifyKanturuUserMonsterCount(0,
				g_KanturuBattleUserMng.GetUserCount());

			this->m_iMayaHandDieTimeCounter = GetTickCount();
		}

		if ( (GetTickCount() - this->m_iMayaHandDieTimeCounter ) >= 3000 )
		{
			this->SetNextState(this->m_iBattleOfMayaState);
		}
	}
	else
	{
		KANTURU_UTIL.NotifyKanturuUserMonsterCount(1,
			g_KanturuBattleUserMng.GetUserCount());

		this->ChangeAI(this->m_iMayaHandGroupNumber[1]);
		this->m_KanturuMaya.KanturuMayaAct_Hands();
	}
}
void CKanturuBattleOfNightmare::ProcState_START()
{
	KANTURU_UTIL.NotifyKanturuUserMonsterCount(g_KanturuMonsterMng.GetAliveMonsterCount(),
		g_KanturuBattleUserMng.GetUserCount());

	int iIndex = this->m_iNightmareObjIndex;

	if ( gObj[iIndex].Live == FALSE )
	{
		this->SetSuccessValue(TRUE);

		CLog.LogAdd("[ KANTURU ][ BattleOfNightmare ] Success!! Nightmare Die");
		g_KanturuBattleUserMng.LogBattleWinnerUserInfo(3, this->m_StateInfo[this->m_iBattleOfNightmareState].GetElapsedTime());

		this->SetNextState(this->m_iBattleOfNightmareState);
	}
}
void CKanturuBattleOfMaya::ProcState_START3()
{
	if ( g_KanturuMonsterMng.IsExistAliveMonster() == FALSE )
	{
		this->SetSuccessValue(TRUE);

		LogAdd("[ KANTURU ][ BattleOfMaya ] Success!! - DetailState:%d",
			this->m_iBattleOfMayaState);

		this->SetNextState(this->m_iBattleOfMayaState);
	}
	else
	{
		this->m_KanturuMaya.KanturuMayaAct_IceStorm(this->m_iMayaIceStormUsingRate);
		KANTURU_UTIL.NotifyKanturuUserMonsterCount(g_KanturuMonsterMng.GetAliveMonsterCount(),
			g_KanturuBattleUserMng.GetUserCount());
	}
}