Sqr/character/priest/avengerjump.nut

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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.
function onSetState_AvengerJump(obj, state, datas, isResetTimer)
{
if(!obj) return;
if(isAvengerAwakenning(obj) == false) {
return;
}
obj.sq_stopMove();
obj.setAttackXVelocity(0);
obj.setAttackXAccel(0);
obj.setAttackXVelocityFast(0);
obj.setAttackXAccelFast(0);
}
// prepareDraw ?热 殓栖棻..
function prepareDraw_AvengerJump(obj)
{
if(!obj) return;
}
// 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.
function onProc_AvengerJump(obj)
{
if(!obj) return;
if(isAvengerAwakenning(obj) == false) {
return;
}
}
// 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.
function onProcCon_AvengerJump(obj)
{
if(!obj) return;
if(isAvengerAwakenning(obj) == false) {
return;
}
if(obj.getAttackIndex() != 3) {
obj.sq_IntVectClear();
obj.sq_IntVectPush(3); // substate撮?
obj.sq_addSetStatePacket(STATE_ATTACK, STATE_PRIORITY_USER, true);
}
local pAni = obj.sq_getCurrentAni();
local bEnd = obj.sq_ani_IsEnd(pAni);
local frmIndex = obj.sq_ani_GetCurrentFrameIndex(pAni);
local substate = obj.getSkillSubState();
if(bEnd) {
}
}
// 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.
function onEndState_AvengerJump(obj, new_state)
{
if(!obj) return;
if(isAvengerAwakenning(obj) == false) {
return;
}
//obj.sq_IntVectClear();
//obj.sq_IntVectPush(2); // substate撮?
//obj.sq_addSetStatePacket(STATE_ATTACK, STATE_PRIORITY_USER, true);
//
}
function onAfterSetState_AvengerJump(obj, state, datas, isResetTimer)
{
if(!obj) return;
obj.sq_stopMove();
obj.setAttackXVelocity(0);
obj.setAttackXAccel(0);
obj.setAttackXVelocityFast(0);
obj.setAttackXAccelFast(0);
}