#ifndef _CASTLE_GUARD_OBJECT_H_ #define _CASTLE_GUARD_OBJECT_H_ #pragma once #include using namespace Siege; class CCastleGuard : public CCastleArms { public: virtual ~CCastleGuard(); // CSkillMonster ÀÇ ±â´É void NormalBehavior(unsigned long dwTick); void AttackBehavior(unsigned long dwTick); void SearchPlayer(void); bool Dead(CAggresiveCreature* pOffencer); // °¡µå´Â ÀÚµ¿ °ø°ÝÀ̹ǷΠ¾Æ·¡ ÇÔ¼öÀÇ ±¸ÇöÀÌ ¾ø´Ù. bool AttackCID(CCharacter* lpRideChar, AtType attackType, AtNode& attackNode, unsigned short& wError) { return false; } bool Attack(AtType attackType, unsigned char cDefenderNum, CAggresiveCreature** ppDefenders, unsigned char* cDefenserJudges, unsigned short* wDefenserMPHeal) { return false; } bool MissileAttack(AtType attackType, float fDir, float nRange, float fAngle, char cTargetType) { return false; } // Rider °ü·Ã Á¤º¸ bool Ride(unsigned long dwCID) { return false; } // º´±â ž½Â bool GetOff(unsigned long dwCID) { return false; } // º´±â ³»¸² (Áß°è ¼­¹ö·Î ÆÐŶ Àü¼Û) private: CCastleGuard(MonsterCreateInfo& MonsterCreate, const CastleObjectInfo& CastleObject); friend class CSiegeObjectMgr; }; #endif _CASTLE_GUARD_OBJECT_H_