222 lines
		
	
	
		
			4.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			222 lines
		
	
	
		
			4.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
| 
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| SUB_STATE_WOODFENCE_0	<- 0
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| SUB_STATE_WOODFENCE_1	<- 1
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| 
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| function checkExecutableSkill_WoodFence(obj)
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| {
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| 	print(" checkExecutableSkill_WoodFence");
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| 
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| 	if (!obj) return false;
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| 
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| 	local b_useskill = obj.sq_IsUseSkill(SKILL_WOODFENCE);
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| 
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| 	if (b_useskill)
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| 	{
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| 		obj.sq_IntVectClear();
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| 		obj.sq_IntVectPush(SUB_STATE_WOODFENCE_0); // substate撮?
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| 		obj.sq_AddSetStatePacket(STATE_WOODFENCE, STATE_PRIORITY_USER, true);
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| 		return true;
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| 	}
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| 	
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| 	return false;
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| 
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| }
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| 
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| function checkCommandEnable_WoodFence(obj)
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| {
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| 	if(!obj) return false;
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| 	
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| 	local state = obj.sq_GetState();
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| 
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| 	local skill_level = obj.sq_GetSkillLevel(SKILL_WOODFENCE);
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| 	print(" checkCommandEnable_WoodFence:" + skill_level);
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| 	if(state == STATE_ATTACK)
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| 	{
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| 		return obj.sq_IsCommandEnable(SKILL_WOODFENCE); // 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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| 
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| 	return true;
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| }
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| 
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| function onSetState_WoodFence(obj,state,datas,isResetTimer)
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| {
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| 	if(!obj) return;
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| 	
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| 	
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| 	local substate = obj.sq_GetVectorData(datas, 0);
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| 	obj.setSkillSubState(substate);
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| 
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| 	obj.sq_StopMove();
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| 
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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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| 
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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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| 
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| 
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| 	print(" onSetState_Firewall:" + substate);
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| 		
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| 	if (substate == SUB_STATE_FIREWALL_0)
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| 	{
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| 		print(" onSetState_Firewall on");
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| 		
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| 		local skill_level = obj.sq_GetSkillLevel(SKILL_WOODFENCE);
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| 		local objectNum = obj.sq_GetLevelData(SKILL_WOODFENCE, SKL_LV_0, skill_level); // 0.当撩肾朝 螃粽薛? 偎热
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| 		
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| 		setCreatorSkillStateSkillIndex(obj, SKILL_WOODFENCE);
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| 		setCreatorSkillCount(obj, objectNum);
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| 		
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| 		obj.sq_SetCurrentAnimation(CUSTOM_ANI_FIRE_WALL);
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| 	}
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| 	
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| 	
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| 	
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| 	
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| }
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| 
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| function prepareDraw_WoodFence(obj)
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| {
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| 	if(!obj) return;
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| 
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| }
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| 
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| function onMouseMoveCharacter_WoodFence(obj, x, y)
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| {
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| 	local objectManager = obj.getObjectManager();
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| 	
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| 	local x1 = getCreatorBeforePosX(obj);
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| 	local y1 = getCreatorBeforePosY(obj);	
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| 	local x2 = objectManager.getFieldXPos(x, ENUM_DRAWLAYER_NORMAL);
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| 	local y2 = objectManager.getFieldYPos(y, 0, ENUM_DRAWLAYER_NORMAL);	
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| 	local zPos = 0;
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| 	
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| 	if (y2 < TILE_FLOOR_START_Y)
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| 	{ // 夥款桧 卫蒙?朝 y谢?塭贼..
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| 		return;
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| 	}
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| 	
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| 	
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| 	local dist = getDist2(x1, y1, x2, y2);
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| 	
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| 	local term = obj.sq_GetIntData(SKILL_WOODFENCE, 0); // 当撩 除问
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| 	
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| 	if (term <= dist)
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| 	{	
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| 		local consumeValue = getCreatorSkillConsumeValue(obj, SKILL_WOODFENCE);
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| 		
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| 		if (useCreatorSkill(obj, SKILL_WOODFENCE, x2, y2, consumeValue))
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| 		{
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| 			local skill_level = obj.sq_GetSkillLevel(SKILL_WOODFENCE);
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| 			local time = obj.sq_GetLevelData(SKILL_WOODFENCE, SKL_LV_1, skill_level); // 1.螃粽薛? 虽楼卫除
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| 			
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| 			sq_BinaryStartWrite();
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| 			sq_BinaryWriteDword(time); // 1.螃粽薛? 虽楼卫除
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| 			sq_SendCreatePassiveObjectPacketPos(obj, 24354, 0, x2, y2, zPos);
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| 		}		
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| 	}
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| 	
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| }
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| 
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| function onProc_WoodFence(obj)
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| {
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| 	if(!obj) return;
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| 	
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| 	
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| 	
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| }
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| 
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| function onProcCon_WoodFence(obj)
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| {
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| 
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| 	if(!obj) return;
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| 
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| }
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| 
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| function onEndCurrentAni_WoodFence(obj)
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| {
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| 	if(!obj) return;
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| 	
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| 	if(!obj.isMyControlObject()) {
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| 		return;
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| 	}
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| 	
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| 	local substate = obj.getSkillSubState();
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| 
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| 	if (substate == SUB_STATE_WOODFENCE_0)
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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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| 	
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| 
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| }
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| 
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| function onKeyFrameFlag_WoodFence(obj,flagIndex)
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| {
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| 
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| 	if(!obj) return false;
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| 
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| 	return true;
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| 
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| }
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| 
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| function onEndState_WoodFence(obj,new_state)
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| {
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| 
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| 	if(!obj) return;
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| 
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| }
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| 
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| function onAfterSetState_WoodFence(obj,state,datas,isResetTimer)
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| {
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| 
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| 	if(!obj) return;
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| 
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| }
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| 
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| function onBeforeAttack_WoodFence(obj,damager,boundingBox,isStuck)
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| {
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| 
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| 	if(!obj) return;
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| 
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| }
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| 
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| function onAttack_WoodFence(obj,damager,boundingBox,isStuck)
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| {
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| 
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| 	if(!obj) return;
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| 
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| }
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| 
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| function onAfterAttack_WoodFence(obj,damager,boundingBox,isStuck)
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| {
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| 
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| 	if(!obj) return 0;
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| 
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| 	return 1;
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| 
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| }
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| 
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| function onBeforeDamage_WoodFence(obj,attacker,boundingBox,isStuck)
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| {
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| 
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| 	if(!obj) return;
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| 
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| }
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| 
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| function onDamage_WoodFence(obj,attacker,boundingBox)
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| {
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| 
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| 	if(!obj) return;
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| 
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| }
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| 
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| function onAfterDamage_WoodFence(obj,attacker,boundingBox)
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| {
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| 
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| 	if(!obj) return;
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| 
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| }
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|  |