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;
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}
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function onBeforeAttack_FireHurricane(obj,damager,boundingBox,isStuck)
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{
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	if(!obj) return;
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}
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function onAttack_FireHurricane(obj,damager,boundingBox,isStuck)
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{
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	if(!obj) return;
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}
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function onAfterAttack_FireHurricane(obj,damager,boundingBox,isStuck)
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{
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	if(!obj) return 0;
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	return 1;
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}
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function onBeforeDamage_FireHurricane(obj,attacker,boundingBox,isStuck)
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{
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	if(!obj) return;
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}
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function onDamage_FireHurricane(obj,attacker,boundingBox)
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{
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	if(!obj) return;
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}
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function onAfterDamage_FireHurricane(obj,attacker,boundingBox)
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{
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	if(!obj) return;
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}
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