CIpInfo::CIpInfo(char* lpszFilePathName) { LoadInfoFile(lpszFilePathName); }
BOOL CEngineObject::Init(char* filename,CObjectBase* pObject,BYTE EngineObjectType) { if(m_GXOHandle == NULL) m_CurMotionNum = 1; Release(); //m_CurMotionNum = -1; //m_bAnimationRoop = TRUE; m_bMotionPause = FALSE; m_bEndMotion = FALSE; m_pObject = pObject; if(m_pObject) m_pObject->m_EngineObjectType = EngineObjectType; DWORD dwFlag = 0; if( EngineObjectType == eEngineObjectType_Effect || EngineObjectType == eEngineObjectType_Weapon) dwFlag = GXOBJECT_CREATE_TYPE_EFFECT; if(EngineObjectType == eEngineObjectType_Character) DIRECTORYMGR->SetLoadMode(eLM_Character); else if(EngineObjectType == eEngineObjectType_Monster) DIRECTORYMGR->SetLoadMode(eLM_Monster); else if(EngineObjectType == eEngineObjectType_Npc) DIRECTORYMGR->SetLoadMode(eLM_Npc); else if(EngineObjectType == eEngineObjectType_Effect) DIRECTORYMGR->SetLoadMode(eLM_Effect); else if(EngineObjectType == eEngineObjectType_Weapon) DIRECTORYMGR->SetLoadMode(eLM_Character); ////////////////////////////////////////////////////////////////////////// // 임시 설정 PreLoadObject(filename); ////////////////////////////////////////////////////////////////////////// m_GXOHandle = g_pExecutive->CreateGXObject(filename,MHPlayerPROC,this,dwFlag); if(m_GXOHandle == NULL) { char temp[256]; sprintf(temp,"오브젝트 생성 실패 : %s",filename); MessageBox(NULL,temp,NULL,NULL); return FALSE; } if(EngineObjectType == eEngineObjectType_Effect) EnableShadow(FALSE); //yh2do test //g_pExecutive->EnableUpdateShading(m_GXOHandle); LoadInfoFile(filename); DIRECTORYMGR->SetLoadMode(eLM_Root); //FILE* fp = fopen(" SetEngineToCurmotion(); return TRUE; }