예제 #1
0
// 080910 LUJ, 데미지 상태 처리를 RESULTINFO 구조체를 받아 처리하도록 함
void CObjectActionManager::ApplyResult(CObject* pObject,CObject* pOperator,RESULTINFO* pRInfo,BYTE DamageKind)
{
	if(pRInfo->RealDamage)
	{
		Damage(pObject,pOperator,DamageKind,pRInfo->RealDamage,*pRInfo);
		if(pObject->IsDied())
			Die(pObject,pOperator,FALSE,pRInfo->bCritical,pRInfo->bDecisive);
	}
	// 100223 ShinJS --- 마나 데미지 추가
	if(pRInfo->ManaDamage)
	{
		ManaDamage(pObject,pOperator,DamageKind,pRInfo->ManaDamage,*pRInfo);
	}
	if(pRInfo->CounterDamage)
	{
		const RESULTINFO emptyResult = { 0 };
		Damage(pOperator,pObject,eDamageKind_Counter,pRInfo->CounterDamage,emptyResult);
		if(pOperator->IsDied())
			Die(pOperator,pObject,FALSE,FALSE,FALSE);
	}
	if(pRInfo->HealLife)
		Heal(pObject,pOperator,DamageKind,pRInfo->HealLife);
	if(pRInfo->RechargeMana)
		Recharge(pObject,pOperator,0,pRInfo->RechargeMana);	
	
	if(pRInfo->StunTime)
	
	if(pRInfo->Vampiric_Life)
	{
		if(pOperator->GetID() == gHeroID)
			HERO->ChangeLife(pRInfo->Vampiric_Life);
		else
			pOperator->SetLife(pOperator->GetLife()+pRInfo->Vampiric_Life);
	}
	
	if(pRInfo->Vampiric_Mana)
	{
		pOperator->SetMana(pOperator->GetMana()+pRInfo->Vampiric_Mana);
	}
}
예제 #2
0
void CNewRecharge::InputRecharge( inputdata_t &inputdata )
{
	Recharge();
}