void CKanturuBattleOfMaya::SetState_END_MAYA3() { LogAdd( "[ KANTURU ][ BattleOfMaya ] State(%d) -> END_MAYA3", this->m_iBattleOfMayaState); this->SetBattleSceneState(-1); this->SetBattleOfMayaState(KANTURU_MAYA_END3); this->SetEntrancePermit(FALSE); KANTURU_UTIL.NotifyKanturuSuccessValue(this->GetSuccessValue()); }
void CKanturuBattleOfNightmare::SetState_END() { CLog.LogAddC(5, "[ KANTURU ][ BattleOfNightmare ] State(%d) -> END", this->m_iBattleOfNightmareState); this->SetBattleOfNightmareState(KANTURU_NIGHTMARE_END); KANTURU_UTIL.NotifyKanturuSuccessValue(this->GetSuccessValue()); if ( this->GetSuccessValue() == FALSE ) { KANTURU_UTIL.SendMsgKanturuBattleUser(lMsg.Get(MSGGET(13, 36))); CLog.LogAdd("[ KANTURU ][ BattleOfNightmare ] Fail!! TimeOut"); } }
void CKanturuBattleOfNightmare::SetState_END() { LogAdd( "[ KANTURU ][ BattleOfNightmare ] State(%d) -> END", this->m_iBattleOfNightmareState); this->SetBattleOfNightmareState(KANTURU_NIGHTMARE_END); KANTURU_UTIL.NotifyKanturuSuccessValue(this->GetSuccessValue()); if ( this->GetSuccessValue() == FALSE ) { KANTURU_UTIL.SendMsgKanturuBattleUser("Because will limit the time crossed, will force to return the ridge security area."); LogAdd("[ KANTURU ][ BattleOfNightmare ] Fail!! TimeOut"); } }
void CKanturuBattleOfMaya::SetState_END() { LogAdd( "[ KANTURU ][ BattleOfMaya ] State(%d) -> END", this->m_iBattleOfMayaState); this->SetBattleSceneState(-1); this->SetBattleOfMayaState(KANTURU_MAYA_END); this->SetEntrancePermit(FALSE); if ( this->GetSuccessValue() == TRUE ) { KANTURU_UTIL.SendMsgKanturuBattleUser("Defeat the Nightmare that controls the Maya to gain entrance to the Refinery."); } else { KANTURU_UTIL.NotifyKanturuSuccessValue(this->GetSuccessValue()); KANTURU_UTIL.SendMsgKanturuBattleUser("Because will limit the time crossed, will force to return the ridge security area."); } LogAdd( "[ KANTURU ][ BattleOfMaya ] Success Value[%d]", this->GetSuccessValue()); }