Initial MSVC 2008 projects workspace
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53
l2ooghelper/SE_funcs_buffs.cpp
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53
l2ooghelper/SE_funcs_buffs.cpp
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#include "stdafx.h"
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#include "Logger.h"
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#include "SE_funcs.h"
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#include "DBLayer.h"
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int l2c_getBuffs( lua_State *L )
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{
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IL2Client *cl = L2C_func_getClient( L ); if( !cl ) return 0;
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UserBuffs *b = cl->get_Buffs();
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int i;
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lua_createtable( L, 0, 0 );
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int tableIndex = 1;
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for( i=0; i<b->buffCount; i++ )
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{
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if( b->buff[i].skillID == 0 ) continue;
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lua_pushnumber( L, tableIndex );
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//
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lua_createtable( L, 0, 0 );
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//
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lua_pushstring( L, "skillID" );
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lua_pushnumber( L, b->buff[i].skillID );
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lua_settable( L, -3 );
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lua_pushstring( L, "skillLvl" );
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lua_pushnumber( L, b->buff[i].skillLvl );
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lua_settable( L, -3 );
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lua_pushstring( L, "durationSecs" );
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lua_pushnumber( L, b->buff[i].duration );
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lua_settable( L, -3 );
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// skill name
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wchar_t wstr[256] = {0};
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char skillName[256] = {0};
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DBLayer_getSkillName( b->buff[i].skillID, wstr, 256 );
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WideCharToMultiByte( CP_ACP, 0, wstr, -1, skillName, 255, NULL, NULL );
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lua_pushstring( L, "skillName" );
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lua_pushstring( L, skillName );
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lua_settable( L, -3 );
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//
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lua_settable( L, -3 );
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//
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tableIndex++;
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}
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return 1;
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}
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int l2c_buffCancel( lua_State *L )
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{
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IL2Client *cl = L2C_func_getClient( L ); if( !cl ) return 0;
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int nArgs = lua_gettop( L );
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if( nArgs < 1 ) return 0;
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unsigned int skillID = (unsigned int)lua_tonumber( L, 1 );
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cl->game_buffCancel( skillID );
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return 0;
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}
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