// 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); } }
void CNewRecharge::InputRecharge( inputdata_t &inputdata ) { Recharge(); }