#pragma once //#include ////////////////////////////////////////////////////////////////////////// /// SGameActionMgr class SGameActionMgr { public: SGameActionMgr( class SGame * pGame ); ~SGameActionMgr(); void AddAction( struct SGameMessage* pMsg ); void AddTestAction( struct SGameMessage* pMsg ); void Test( SGameMessage* pMsg ); void Process( DWORD dwTime ); void Render( unsigned long uRenderBitVector, class KViewportObject** ppViewportList, int nViewportCount ); void SetSpeed( float fSpeed ) { m_fSpeed = fSpeed; } enum TEST_SKILL_LIST { SKILL_LIGHTNING = 0, SKILL_HEALINGWAVE, SKILL_BLESSINGHAMMER, }; protected: void ActiveAttack ( struct SMSG_ATTACK* pMsg ); void ActiveCmd ( struct SMSG_CMD_RESULT* pMsg ); void ActiveSkill ( struct SMSG_SKILL_EVENT* pMsg ); // void ActiveSkillEff( struct SMSG_SKILL_EFFECT* pMsg ); void FireAttack( struct SMSG_ATTACK* pMsg ); void FireSkill( struct SMSG_SKILL_EVENT* pMsg ); std::vector< class SGameAction* > m_ActExList; class SGame * m_pGame; float m_fSpeed; };