void Dash::Cast(ObjectRef user, ObjectRef enemy) { r_cooldown = cooldown; auto dComp = user->GetComponent<DashComponent>(); if (dComp == NULL) { dComp = user->AddComponent<DashComponent>(); } user->GetComponent<CharacterComponent>()->GetCharacter()->SetCanMove(false); dComp->SetStun(stun_duration); dComp->SetDashSpeed(speed); dComp->SetDuration(duration); dComp->SetEnabled(true); dComp->SetDamage(damage); }
void vMover::RemoveDebuff( DWORD dwState ) { __debugbreak(); //RemoveChrStateBuffs( dwState ); if( dwState & CHS_DARK ) SetDark( FALSE ); if( dwState & CHS_POISON ) SetPoison( FALSE ); if( dwState & CHS_STUN ) SetStun( FALSE ); if( dwState & CHS_BLEEDING ) SetBleeding( FALSE ); SetDestParam( DST_CURECHR, dwState, NULL_CHGPARAM ); }