88 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
		
		
			
		
	
	
			88 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
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								// state蒂 撮??坚 籀挤戏煎 菟横螃啪 腌栖棻. 陕谦 葬模蝶蒂 撮??栖棻. 
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								function onSetState_AvengerJump(obj, state, datas, isResetTimer)
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								{	
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									if(!obj) return;
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									if(isAvengerAwakenning(obj) == false) {
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										return;
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									}
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									obj.sq_stopMove();
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									obj.setAttackXVelocity(0);
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									obj.setAttackXAccel(0);
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									obj.setAttackXVelocityFast(0);
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									obj.setAttackXAccelFast(0);
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								}
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								// prepareDraw ?热 殓栖棻..
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								function prepareDraw_AvengerJump(obj)
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								{
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									if(!obj) return;
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								}
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								// loop 睡碟殓栖棻 ismycontrol煎 马谆虽 强擎 翱念胀 赅苌 object菟桧 桧够击 剪纂啪腌栖棻.
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								function onProc_AvengerJump(obj)
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								{
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									if(!obj) return;
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									if(isAvengerAwakenning(obj) == false) {
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										return;
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									}		
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								}
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								// loop 睡碟殓栖棻 ismycontrol ?蝶?陛 狱樯桧 object陛 桧够击 菟横骨栖棻. setstate 撮?桧釭 ?卫粽螃粽薛? 当撩 , 蛔蛔 籀葬?栖棻.
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								function onProcCon_AvengerJump(obj)
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								{
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									if(!obj) return;
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									if(isAvengerAwakenning(obj) == false) {
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										return;
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									}
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									if(obj.getAttackIndex() != 3) {
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										obj.sq_IntVectClear();
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										obj.sq_IntVectPush(3); // substate撮?
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										obj.sq_addSetStatePacket(STATE_ATTACK, STATE_PRIORITY_USER, true);
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									}
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									local pAni = obj.sq_getCurrentAni();
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									local bEnd = obj.sq_ani_IsEnd(pAni);
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								    local frmIndex = obj.sq_ani_GetCurrentFrameIndex(pAni);
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								    local substate = obj.getSkillSubState();
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									if(bEnd) {
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									}
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								}
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								// state谦猿谛 翕卫缣 ?廓 ?轿肾朝 ?热殓栖棻. oldstate陛 谦猿肾朝 state殓栖棻. 鼠树陛 嫦饵胀匙桧 毡剪釭 谦猿籀葬腆匙桧 毡棻贼 桧够缣怃 籀葬?栖棻.
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								function onEndState_AvengerJump(obj, new_state)
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								{
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									if(!obj) return;
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									if(isAvengerAwakenning(obj) == false) {
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										return;
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									}
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									//obj.sq_IntVectClear();
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									//obj.sq_IntVectPush(2); // substate撮?
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									//obj.sq_addSetStatePacket(STATE_ATTACK, STATE_PRIORITY_USER, true);
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								//
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								}
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								function onAfterSetState_AvengerJump(obj, state, datas, isResetTimer)
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								{
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									if(!obj) return;
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									obj.sq_stopMove();
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									obj.setAttackXVelocity(0);
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									obj.setAttackXAccel(0);
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									obj.setAttackXVelocityFast(0);
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									obj.setAttackXAccelFast(0);
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								}
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