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Aug 28th, 2016
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  1. case CItemData::ITEM_TYPE_WEAPON:
  2.         __ClearWeaponRefineEffect();       
  3.         if (refine >= 7)
  4.         {
  5.             DWORD dwRight = 0;
  6.             DWORD dwLeft = 0;
  7.  
  8.             switch(pItem->GetSubType())
  9.             {
  10.             case CItemData::WEAPON_DAGGER:
  11.                 dwRight = EFFECT_REFINED+EFFECT_SMALLSWORD_REFINED7+refine-7;
  12.                 dwLeft = EFFECT_REFINED+EFFECT_SMALLSWORD_REFINED7_LEFT+refine-7;
  13.                 break;
  14.             case CItemData::WEAPON_FAN:
  15.                 dwRight = EFFECT_REFINED+EFFECT_FANBELL_REFINED7+refine-7;
  16.                 break;
  17.             case CItemData::WEAPON_ARROW:
  18.             case CItemData::WEAPON_BELL:
  19.                 dwRight = EFFECT_REFINED+EFFECT_SMALLSWORD_REFINED7+refine-7;
  20.                 break;
  21.             case CItemData::WEAPON_BOW:
  22.                 dwRight = EFFECT_REFINED+EFFECT_BOW_REFINED7+refine-7;
  23.                 break;
  24.             default:
  25.                 dwRight = EFFECT_REFINED+EFFECT_SWORD_REFINED7+refine-7;
  26.             }
  27.            
  28.             if (dwRight > 0)
  29.                 this->m_vecWeaponEffects.push_back(this->__AttachEffect(dwRight));
  30.             if (dwLeft > 0)
  31.                 this->m_vecWeaponEffects.push_back(this->__AttachEffect(dwLeft));
  32.         }
  33.  
  34.         itShining = g_mapShiningVectorByVNum.find(pItem->GetIndex());
  35.         if (itShining != g_mapShiningVectorByVNum.end())
  36.         {
  37.             for (std::vector<DWORD>::iterator it = itShining->second.begin(); it != itShining->second.end(); ++it)
  38.             {
  39.                 const char* c_szBoneName;
  40.                 if (m_swordRefineEffectRight && this->m_GraphicThingInstance.GetAttachingBoneName(CRaceData::PART_WEAPON, &c_szBoneName))
  41.                     this->m_vecWeaponEffects.push_back(this->m_GraphicThingInstance.AttachEffectByID(0, c_szBoneName, *it));
  42.                 if (m_swordRefineEffectLeft && this->m_GraphicThingInstance.GetAttachingBoneName(CRaceData::PART_WEAPON_LEFT, &c_szBoneName))
  43.                     this->m_vecWeaponEffects.push_back(this->m_GraphicThingInstance.AttachEffectByID(0, c_szBoneName, *it));
  44.             }
  45.         }
  46.         break;
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