318 lines
		
	
	
		
			6.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
		
		
			
		
	
	
			318 lines
		
	
	
		
			6.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
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								SUB_STATE_FIREHURRICANE_0	<- 0
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								SUB_STATE_FIREHURRICANE_1	<- 1
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								function checkExecutableSkill_FireHurricane(obj)
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								{
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									if (!obj) return false;
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									local b_useskill = obj.sq_IsUseSkill(SKILL_FIREHURRICANE);
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									if (b_useskill)
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									{
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										print(" checkExecutableSkill_FireHurricane");
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										obj.sq_IntVectClear();
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										obj.sq_IntVectPush(SUB_STATE_FIREHURRICANE_0); // substate撮?
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										obj.sq_AddSetStatePacket(STATE_FIREHURRICANE, STATE_PRIORITY_USER, true);
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										return true;
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									}
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									return false;
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								}
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								function checkCommandEnable_FireHurricane(obj)
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								{
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									if(!obj) return false;
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									local state = obj.sq_GetState();
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									local skill_level = obj.sq_GetSkillLevel(SKILL_FIREHURRICANE);
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									if(state == STATE_ATTACK)
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									{
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										return obj.sq_IsCommandEnable(SKILL_FIREHURRICANE); // 念瘫潍缣怃朝 ?姜蝶鉴虏 警蜗桧 陛栋?栖棻. 蒙机濠:姜霞热 [2012.04.20] obj.sq_IsCommandEnable(SKILL_BROKENARROW);
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									}
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									return true;
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								}
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								function onSetState_FireHurricane(obj,state,datas,isResetTimer)
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								{
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									if(!obj) return;
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									local substate = obj.sq_GetVectorData(datas, 0);
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									obj.setSkillSubState(substate);
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									obj.sq_StopMove();
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									local posX = obj.getXPos();
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									local posY = obj.getYPos();
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									local posZ = obj.getZPos();
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									obj.getVar().clear_vector();
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									obj.getVar().push_vector(0);
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									obj.getVar().push_vector(0);
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									print(" onSetState_FireHurricane:" + substate);
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									if (substate == SUB_STATE_FIREHURRICANE_0)
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									{
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										//setCreatorSkillStateSkillIndex(obj, -1);
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										local skill_level = obj.sq_GetSkillLevel(SKILL_FIREHURRICANE);
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										obj.sq_SetCurrentAnimation(CUSTOM_ANI_FIRE_HURRICANE);
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										obj.sq_SetCurrentAttackInfo(CUSTOM_ATTACKINFO_FIRE_HURRICANE);
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										//local speedRate = 1.0;
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										//
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										//obj.sq_SetStaticSpeedInfo(SPEED_TYPE_CAST_SPEED, SPEED_TYPE_CAST_SPEED,
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											//SPEED_VALUE_DEFAULT, SPEED_VALUE_DEFAULT, speedRate, speedRate);
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											//
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										obj.getVar("state").clear_ct_vector();
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										obj.getVar("state").push_ct_vector();
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										local t = obj.getVar("state").get_ct_vector(0);
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										t.Reset();
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										t.Start(100000,0);
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										local multiHitTerm = obj.sq_GetIntData(SKILL_FIREHURRICANE, 0); // 0.棻钦?? 除问
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										obj.sq_timer_.setParameter(multiHitTerm, -1);
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										obj.sq_timer_.resetInstant(0);
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										local skill_level = obj.sq_GetSkillLevel(SKILL_FIREHURRICANE);
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										// 1.虽楼卫除
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										local attackTime = obj.sq_GetLevelData(SKILL_FIREHURRICANE, SKL_LV_1, skill_level);			
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										local power =  obj.sq_GetPowerWithPassive(SKILL_FIREHURRICANE, STATE_FIREHURRICANE, SKL_LV_0, -1,1.0);
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										obj.sq_SetCurrentAttackPower(power);
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										local ani = sq_GetCurrentAnimation(obj);
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										if (ani)
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										{
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											// 2.?葬馨樯 饵桧锷 (%) (100桧 晦狱)
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											local imageRate = sq_GetLevelData(obj, SKILL_FIREHURRICANE, SKL_LV_2, skill_level);
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											print(" imageRate:" + imageRate);
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											ani.setImageRateFromOriginalOnlyChild(imageRate.tofloat() / 100.0, imageRate.tofloat() / 100.0);
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											sq_SetAttackBoundingBoxSizeRate(ani, imageRate.tofloat() / 100.0, imageRate.tofloat() / 100.0, 1.0);
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										}
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								 		obj.sq_PlaySound("R_CR_HURRICANE");
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									}
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									else if (substate == SUB_STATE_FIREHURRICANE_1)
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									{
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										local ani = sq_GetCurrentAnimation(obj);
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									}
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								}
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								function prepareDraw_FireHurricane(obj)
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								{
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									if(!obj) return;
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								}
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								function onEnterFrame_FireHurricane(obj, frameIndex)
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								{
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									if (!obj)
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										return;
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									local t = obj.getVar("state").get_ct_vector(0);
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									local time = 0;
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									if(t)
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										time = t.Get();
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									local ani = sq_GetCurrentAnimation(obj);
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									if(!ani)
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										return;
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									if (frameIndex == 2)
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									{
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										obj.sq_PlaySound("FIREHURRICANE_BURST");
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									}
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									local loopStartFrameIndex = 15;	
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									local loopEndFrameIndex = loopStartFrameIndex + 3;
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									local endFrameIndex = 24;	
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									local frmIndex = ani.GetCurrentFrameIndex();
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									if (frmIndex > loopEndFrameIndex && frmIndex < endFrameIndex)
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									{
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										local skill_level = obj.sq_GetSkillLevel(SKILL_FIREHURRICANE);
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										local attackTotalTime = obj.sq_GetLevelData(SKILL_FIREHURRICANE, SKL_LV_1, skill_level); // 1.虽楼卫除
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										if (time > attackTotalTime)
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										{
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											print(" frmIndex:" + frmIndex + " endFrameIndex:" + endFrameIndex + " Time:" + attackTotalTime);
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											if (obj.isMyControlObject())
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											{
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												sq_SendChangeSkillEffectPacket(obj, SKILL_FIREHURRICANE);
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												//ani.setEnd(false);
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												//ani.setCurrentFrameWithChildLayer(endFrameIndex + 1);
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											}
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										}
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										else
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										{
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											print(" loopStartFrameIndex:" + loopStartFrameIndex);
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											ani.setEnd(false);
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											ani.setCurrentFrameWithChildLayer(loopStartFrameIndex);
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											sq_AnimationProc(ani);
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										}
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									}
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								}
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								function onProc_FireHurricane(obj)
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								{
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									if (!obj) return;
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									local t = obj.getVar("state").get_ct_vector(0);
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									local time = 0;
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									if(t)
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										time = t.Get();
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									if (obj.sq_timer_.isOnEvent(time) == true)
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									{
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										obj.resetHitObjectList();    
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									}
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									//obj.sq_AddSetStatePacket(STATE_STAND, STATE_PRIORITY_USER, false);
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								}
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								function onProcCon_FireHurricane(obj)
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								{
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									if(!obj) return;
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									local substate = obj.getSkillSubState();
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									if (substate == SUB_STATE_FIREHURRICANE_0)
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									{
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										if (sq_IsDownKey(obj, 1, true))
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										{
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											print(" Enter jump Command");
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											sq_SendChangeSkillEffectPacket(obj, SKILL_FIREHURRICANE);
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										}
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									}
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								}
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								function onEndCurrentAni_FireHurricane(obj)
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								{
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									if (!obj.isMyControlObject())
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									{
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										return;
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									}
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									local substate = obj.getSkillSubState();
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									print(" endani");
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									obj.sq_AddSetStatePacket(STATE_STAND, STATE_PRIORITY_USER, false);
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								}
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								function onChangeSkillEffect_FireHurricane(obj, skillIndex, reciveData)
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								{
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									if (!obj)
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										return;
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									local substate = obj.getSkillSubState();
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									if (substate == SUB_STATE_FIREHURRICANE_0)
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									{
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										local endFrameIndex = 24;
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										local ani = sq_GetCurrentAnimation(obj);
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										if(!ani)
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											return;
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										obj.setSkillSubState(SUB_STATE_FIREHURRICANE_1);
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										ani.setEnd(false);
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										ani.setCurrentFrameWithChildLayer(endFrameIndex + 1);
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									}
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								}
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								function onKeyFrameFlag_FireHurricane(obj,flagIndex)
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								{
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									if(!obj) return false;
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									return true;
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								}
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								function onEndState_FireHurricane(obj,new_state)
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								{
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									if(!obj) return;
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								}
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								function onAfterSetState_FireHurricane(obj,state,datas,isResetTimer)
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								{
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									if(!obj) return;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								function onBeforeAttack_FireHurricane(obj,damager,boundingBox,isStuck)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									if(!obj) return;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								function onAttack_FireHurricane(obj,damager,boundingBox,isStuck)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									if(!obj) return;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								function onAfterAttack_FireHurricane(obj,damager,boundingBox,isStuck)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									if(!obj) return 0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									return 1;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								function onBeforeDamage_FireHurricane(obj,attacker,boundingBox,isStuck)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									if(!obj) return;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								function onDamage_FireHurricane(obj,attacker,boundingBox)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									if(!obj) return;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								function onAfterDamage_FireHurricane(obj,attacker,boundingBox)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									if(!obj) return;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 |