void CKanturuBattleOfMaya::SetState_START3() { LogAdd( "[ KANTURU ][ BattleOfMaya ] State(%d) -> START3", this->m_iBattleOfMayaState); this->SetBattleOfMayaState(KANTURU_MAYA_START3); this->SetBattleSceneState(2); this->SetEntrancePermit(FALSE); this->SetSuccessValue(FALSE); this->SetSceneSuccessValue(FALSE); this->m_BattleTimeInfo[this->m_iSceneState].SetAppliedTime(); if ( this->m_BattleTimeInfo[this->m_iSceneState].GetCondition() == 1 ) { KANTURU_UTIL.NotifyKanturuBattleTime(this->m_BattleTimeInfo[this->m_iSceneState].GetValue()); } g_KanturuMonsterMng.SetKanturuMonster(1); this->m_KanturuMaya.SetMayaObjIndex(g_KanturuMonsterMng.GetMayaObjIndex()); }
void CKanturuBattleOfNightmare::SetState_START() { CLog.LogAddC(5, "[ KANTURU ][ BattleOfNightmare ] State(%d) -> START", this->m_iBattleOfNightmareState); this->SetBattleOfNightmareState(KANTURU_NIGHTMARE_START); if ( this->m_StateInfo[this->m_iBattleOfNightmareState].GetCondition() == 1 ) { KANTURU_UTIL.NotifyKanturuBattleTime(this->m_StateInfo[this->m_iBattleOfNightmareState].GetValue()); } g_KanturuMonsterMng.SetKanturuMonster(2); TMonsterAIGroup::Init(this->m_iNightmareAIGroupNumber); TMonsterAIGroup::ChangeAIOrder(this->m_iNightmareAIGroupNumber, 0); int iIndex = TMonsterAIGroup::FindGroupLeader(this->m_iNightmareAIGroupNumber); this->m_iNightmareObjIndex = iIndex; CLog.LogAdd("[ KANTURU ][ BattleOfNightmare ] CKanturuNightmare Set m_iNightmareObjIndex %d", this->m_iNightmareObjIndex); }