#pragma once #include "SGamePlayer.h" #include "SGameOption.h" class SGameOtherPlayer : public SGamePlayer { public: SGameOtherPlayer(); virtual ~SGameOtherPlayer(); virtual void SetStatus( unsigned status ); bool IsNeedBoothName( DWORD time ); virtual bool Process( DWORD time, unsigned long uProcessBitVector=0 ); virtual bool Render( unsigned long uRenderBitVector, class KViewportObject** ppViewportList, int nViewportCount); virtual bool IsRotation() { return false; } static void SetUseStoreModel( bool bFlag ) { m_bUseStoreModel = bFlag; } static bool GetUseStoreModel() { return m_bUseStoreModel; } static bool ToggleStoreModel() { m_bUseStoreModel = !m_bUseStoreModel; return m_bUseStoreModel; } static void SetRenderNoneBooth() { m_nBoothRenderType = BOOTH_TYPE::RENDER_NONE_BOOTH; } static void SetRenderSimpleBooth() { m_nBoothRenderType = BOOTH_TYPE::RENDER_SIMPLE_BOOTH; } static void SetRenderDetailBooth() { m_nBoothRenderType = BOOTH_TYPE::RENDER_DETAIL_BOOTH; } static void SetRenderAvatarBooth() { m_nBoothRenderType = BOOTH_TYPE::RENDER_AVATAR_BOOTH; } static int GetBoothRenderType() { return m_nBoothRenderType; } void CreateRenderBooth(); void DeleteRenderBooth(); bool IsActivateBattleInArena() { return m_bActivateBattleInArena; } void SetActivateBattleInArena( bool bActivate ) { m_bActivateBattleInArena = bActivate; } protected: virtual void onChangeBoothName(); bool IsOtherPlayerBooth(); bool m_bIsRequestedBoothName; class KSeqModel* m_pStoreModel; ///< 상점 기본 모형 static bool m_bUseStoreModel; static int m_nBoothRenderType; bool m_bActivateBattleInArena; };