BOOL CActorInstance::IsFishing() { if (!m_pkCurRaceMotionData) return FALSE; if (__GetCurrentMotionIndex() == CRaceMotionData::NAME_FISHING_WAIT || __GetCurrentMotionIndex() == CRaceMotionData::NAME_FISHING_REACT) return TRUE; return FALSE; }
bool CActorInstance::CanUseSkill() { if (!CanAct()) return false; DWORD dwCurMotionIndex=__GetCurrentMotionIndex(); // Locked during attack switch (dwCurMotionIndex) { case CRaceMotionData::NAME_FISHING_THROW: case CRaceMotionData::NAME_FISHING_WAIT: case CRaceMotionData::NAME_FISHING_STOP: case CRaceMotionData::NAME_FISHING_REACT: case CRaceMotionData::NAME_FISHING_CATCH: case CRaceMotionData::NAME_FISHING_FAIL: return TRUE; break; } // Locked during using skill if (IsUsingSkill()) { if (m_pkCurRaceMotionData->IsCancelEnableSkill()) return TRUE; return FALSE; } return true; }
BOOL CActorInstance::IsUsingSkill() { DWORD dwCurMotionIndex=__GetCurrentMotionIndex(); if (dwCurMotionIndex>=CRaceMotionData::NAME_SKILL && dwCurMotionIndex<CRaceMotionData::NAME_SKILL_END) return TRUE; switch (dwCurMotionIndex) { case CRaceMotionData::NAME_SPECIAL_1: case CRaceMotionData::NAME_SPECIAL_2: case CRaceMotionData::NAME_SPECIAL_3: case CRaceMotionData::NAME_SPECIAL_4: case CRaceMotionData::NAME_SPECIAL_5: case CRaceMotionData::NAME_SPECIAL_6: return TRUE; } return FALSE; }
bool CActorInstance::CanFishing() { if (!CanAct()) return false; if (IsUsingSkill()) return false; switch (__GetCurrentMotionIndex()) { case CRaceMotionData::NAME_WAIT: case CRaceMotionData::NAME_WALK: case CRaceMotionData::NAME_RUN: break; default: return false; break; } return true; }
BOOL CActorInstance::IsActEmotion() { DWORD dwCurMotionIndex=__GetCurrentMotionIndex(); switch (dwCurMotionIndex) { case CRaceMotionData::NAME_FRENCH_KISS_START+0: case CRaceMotionData::NAME_FRENCH_KISS_START+1: case CRaceMotionData::NAME_FRENCH_KISS_START+2: case CRaceMotionData::NAME_FRENCH_KISS_START+3: case CRaceMotionData::NAME_FRENCH_KISS_START+4: case CRaceMotionData::NAME_KISS_START+0: case CRaceMotionData::NAME_KISS_START+1: case CRaceMotionData::NAME_KISS_START+2: case CRaceMotionData::NAME_KISS_START+3: case CRaceMotionData::NAME_KISS_START+4: return TRUE; break; } return FALSE; }
BOOL CActorInstance::isLock() { DWORD dwCurMotionIndex=__GetCurrentMotionIndex(); // Locked during attack switch (dwCurMotionIndex) { case CRaceMotionData::NAME_NORMAL_ATTACK: case CRaceMotionData::NAME_COMBO_ATTACK_1: case CRaceMotionData::NAME_COMBO_ATTACK_2: case CRaceMotionData::NAME_COMBO_ATTACK_3: case CRaceMotionData::NAME_COMBO_ATTACK_4: case CRaceMotionData::NAME_COMBO_ATTACK_5: case CRaceMotionData::NAME_COMBO_ATTACK_6: case CRaceMotionData::NAME_COMBO_ATTACK_7: case CRaceMotionData::NAME_COMBO_ATTACK_8: case CRaceMotionData::NAME_SPECIAL_1: case CRaceMotionData::NAME_SPECIAL_2: case CRaceMotionData::NAME_SPECIAL_3: case CRaceMotionData::NAME_SPECIAL_4: case CRaceMotionData::NAME_SPECIAL_5: case CRaceMotionData::NAME_SPECIAL_6: case CRaceMotionData::NAME_FISHING_THROW: case CRaceMotionData::NAME_FISHING_WAIT: case CRaceMotionData::NAME_FISHING_STOP: case CRaceMotionData::NAME_FISHING_REACT: case CRaceMotionData::NAME_FISHING_CATCH: case CRaceMotionData::NAME_FISHING_FAIL: case CRaceMotionData::NAME_CLAP: case CRaceMotionData::NAME_DANCE_1: case CRaceMotionData::NAME_DANCE_2: case CRaceMotionData::NAME_DANCE_3: case CRaceMotionData::NAME_DANCE_4: case CRaceMotionData::NAME_DANCE_5: case CRaceMotionData::NAME_DANCE_6: case CRaceMotionData::NAME_CONGRATULATION: case CRaceMotionData::NAME_FORGIVE: case CRaceMotionData::NAME_ANGRY: case CRaceMotionData::NAME_ATTRACTIVE: case CRaceMotionData::NAME_SAD: case CRaceMotionData::NAME_SHY: case CRaceMotionData::NAME_CHEERUP: case CRaceMotionData::NAME_BANTER: case CRaceMotionData::NAME_JOY: case CRaceMotionData::NAME_CHEERS_1: case CRaceMotionData::NAME_CHEERS_2: case CRaceMotionData::NAME_KISS_WITH_WARRIOR: case CRaceMotionData::NAME_KISS_WITH_ASSASSIN: case CRaceMotionData::NAME_KISS_WITH_SURA: case CRaceMotionData::NAME_KISS_WITH_SHAMAN: case CRaceMotionData::NAME_FRENCH_KISS_WITH_WARRIOR: case CRaceMotionData::NAME_FRENCH_KISS_WITH_ASSASSIN: case CRaceMotionData::NAME_FRENCH_KISS_WITH_SURA: case CRaceMotionData::NAME_FRENCH_KISS_WITH_SHAMAN: case CRaceMotionData::NAME_SLAP_HIT_WITH_WARRIOR: case CRaceMotionData::NAME_SLAP_HIT_WITH_ASSASSIN: case CRaceMotionData::NAME_SLAP_HIT_WITH_SURA: case CRaceMotionData::NAME_SLAP_HIT_WITH_SHAMAN: case CRaceMotionData::NAME_SLAP_HURT_WITH_WARRIOR: case CRaceMotionData::NAME_SLAP_HURT_WITH_ASSASSIN: case CRaceMotionData::NAME_SLAP_HURT_WITH_SURA: case CRaceMotionData::NAME_SLAP_HURT_WITH_SHAMAN: return TRUE; break; } // Locked during using skill if (IsUsingSkill()) { if (m_pkCurRaceMotionData->IsCancelEnableSkill()) return FALSE; return TRUE; } return FALSE; }