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void CMover::CreateAbilityOption_SetItemSFX( int nAbilityOption )

{
DWORD dwSfx = 0;

#ifdef __JOPS_GLOW
DWORD dwSfxHandRight = 0;
DWORD dwSfxHandLeft = 0;
DWORD dwSfxArmRight = 0;
DWORD dwSfxArmLeft = 0;
DWORD dwSfxBody = 0;
DWORD dwSfxLegLeft = 0;
DWORD dwSfxLegRight = 0;
switch( m_iGlowBody )
{
case 0: dwSfxBody = XI_GEN_ITEM_SETITEM10; break;
case 1: dwSfxBody = XI_GEN_ITEM_SETITEM101; break;
case 2: dwSfxBody = XI_GEN_ITEM_SETITEM102; break;
case 3: dwSfxBody = XI_GEN_ITEM_SETITEM103; break;
case 4: dwSfxBody = XI_GEN_ITEM_SETITEM104; break;
case 5: dwSfxBody = XI_GEN_ITEM_SETITEM105; break;
case 6: dwSfxBody = XI_GEN_ITEM_SETITEM106; break;
case 7: dwSfxBody = XI_GEN_ITEM_SETITEM107; break;
case 8: dwSfxBody = XI_GEN_ITEM_SETITEM108; break;
case 9: dwSfxBody = XI_GEN_ITEM_SETITEM109; break;
case 10: dwSfxBody = XI_GEN_ITEM_SETITEM1010; break;
case 11: dwSfxBody = XI_GEN_ITEM_SETITEM1011; break;
case 12: dwSfxBody = XI_GEN_ITEM_SETITEM1012; break;
case 13: dwSfxBody = XI_GEN_ITEM_SETITEM1013; break;
case 14: dwSfxBody = XI_GEN_ITEM_SETITEM1014; break;
case 15: dwSfxBody = XI_GEN_ITEM_SETITEM1015; break;

default : dwSfxBody = XI_GEN_ITEM_SETITEM10; break;


}
switch( m_iGlowArmLeft )
{
case 0: dwSfxArmLeft = XI_GEN_ITEM_SETITEM10; break;
case 1: dwSfxArmLeft = XI_GEN_ITEM_SETITEM101; break;
case 2: dwSfxArmLeft = XI_GEN_ITEM_SETITEM102; break;
case 3: dwSfxArmLeft = XI_GEN_ITEM_SETITEM103; break;
case 4: dwSfxArmLeft = XI_GEN_ITEM_SETITEM104; break;
case 5: dwSfxArmLeft = XI_GEN_ITEM_SETITEM105; break;
case 6: dwSfxArmLeft = XI_GEN_ITEM_SETITEM106; break;
case 7: dwSfxArmLeft = XI_GEN_ITEM_SETITEM107; break;
case 8: dwSfxArmLeft = XI_GEN_ITEM_SETITEM108; break;
case 9: dwSfxArmLeft = XI_GEN_ITEM_SETITEM109; break;
case 10: dwSfxArmLeft = XI_GEN_ITEM_SETITEM1010; break;
case 11: dwSfxArmLeft = XI_GEN_ITEM_SETITEM1011; break;
case 12: dwSfxArmLeft = XI_GEN_ITEM_SETITEM1012; break;
case 13: dwSfxArmLeft = XI_GEN_ITEM_SETITEM1013; break;
case 14: dwSfxArmLeft = XI_GEN_ITEM_SETITEM1014; break;
case 15: dwSfxArmLeft = XI_GEN_ITEM_SETITEM1015; break;

default : dwSfxArmLeft = XI_GEN_ITEM_SETITEM10; break;


}
switch( m_iGlowArmRight )
{
case 0: dwSfxArmRight = XI_GEN_ITEM_SETITEM10; break;
case 1: dwSfxArmRight = XI_GEN_ITEM_SETITEM101; break;
case 2: dwSfxArmRight = XI_GEN_ITEM_SETITEM102; break;
case 3: dwSfxArmRight = XI_GEN_ITEM_SETITEM103; break;
case 4: dwSfxArmRight = XI_GEN_ITEM_SETITEM104; break;
case 5: dwSfxArmRight = XI_GEN_ITEM_SETITEM105; break;
case 6: dwSfxArmRight = XI_GEN_ITEM_SETITEM106; break;
case 7: dwSfxArmRight = XI_GEN_ITEM_SETITEM107; break;
case 8: dwSfxArmRight = XI_GEN_ITEM_SETITEM108; break;
case 9: dwSfxArmRight = XI_GEN_ITEM_SETITEM109; break;
case 10: dwSfxArmRight = XI_GEN_ITEM_SETITEM1010; break;
case 11: dwSfxArmRight = XI_GEN_ITEM_SETITEM1011; break;
case 12: dwSfxArmRight = XI_GEN_ITEM_SETITEM1012; break;
case 13: dwSfxArmRight = XI_GEN_ITEM_SETITEM1013; break;
case 14: dwSfxArmRight = XI_GEN_ITEM_SETITEM1014; break;
case 15: dwSfxArmRight = XI_GEN_ITEM_SETITEM1015; break;

default : dwSfxArmRight = XI_GEN_ITEM_SETITEM10; break;


}
switch( m_iGlowLegLeft )
{
case 0: dwSfxLegLeft = XI_GEN_ITEM_SETITEM10; break;
case 1: dwSfxLegLeft = XI_GEN_ITEM_SETITEM101; break;
case 2: dwSfxLegLeft = XI_GEN_ITEM_SETITEM102; break;
case 3: dwSfxLegLeft = XI_GEN_ITEM_SETITEM103; break;
case 4: dwSfxLegLeft = XI_GEN_ITEM_SETITEM104; break;
case 5: dwSfxLegLeft = XI_GEN_ITEM_SETITEM105; break;
case 6: dwSfxLegLeft = XI_GEN_ITEM_SETITEM106; break;
case 7: dwSfxLegLeft = XI_GEN_ITEM_SETITEM107; break;
case 8: dwSfxLegLeft = XI_GEN_ITEM_SETITEM108; break;
case 9: dwSfxLegLeft = XI_GEN_ITEM_SETITEM109; break;
case 10: dwSfxLegLeft = XI_GEN_ITEM_SETITEM1010; break;
case 11: dwSfxLegLeft = XI_GEN_ITEM_SETITEM1011; break;
case 12: dwSfxLegLeft = XI_GEN_ITEM_SETITEM1012; break;
case 13: dwSfxLegLeft = XI_GEN_ITEM_SETITEM1013; break;
case 14: dwSfxLegLeft = XI_GEN_ITEM_SETITEM1014; break;
case 15: dwSfxLegLeft = XI_GEN_ITEM_SETITEM1015; break;

default : dwSfxLegLeft = XI_GEN_ITEM_SETITEM10; break;


}
switch( m_iGlowLegRight )
{
case 0: dwSfxLegRight = XI_GEN_ITEM_SETITEM10; break;
case 1: dwSfxLegRight = XI_GEN_ITEM_SETITEM101; break;
case 2: dwSfxLegRight = XI_GEN_ITEM_SETITEM102; break;
case 3: dwSfxLegRight = XI_GEN_ITEM_SETITEM103; break;
case 4: dwSfxLegRight = XI_GEN_ITEM_SETITEM104; break;
case 5: dwSfxLegRight = XI_GEN_ITEM_SETITEM105; break;
case 6: dwSfxLegRight = XI_GEN_ITEM_SETITEM106; break;
case 7: dwSfxLegRight = XI_GEN_ITEM_SETITEM107; break;
case 8: dwSfxLegRight = XI_GEN_ITEM_SETITEM108; break;
case 9: dwSfxLegRight = XI_GEN_ITEM_SETITEM109; break;
case 10: dwSfxLegRight = XI_GEN_ITEM_SETITEM1010; break;
case 11: dwSfxLegRight = XI_GEN_ITEM_SETITEM1011; break;
case 12: dwSfxLegRight = XI_GEN_ITEM_SETITEM1012; break;
case 13: dwSfxLegRight = XI_GEN_ITEM_SETITEM1013; break;
case 14: dwSfxLegRight = XI_GEN_ITEM_SETITEM1014; break;
case 15: dwSfxLegRight = XI_GEN_ITEM_SETITEM1015; break;

default : dwSfxLegRight = XI_GEN_ITEM_SETITEM10; break;


}
switch( m_iGlowHandRight )
{
case 0: dwSfxHandRight = XI_SETIEM_EFFECTHAND; break;
case 1: dwSfxHandRight = XI_SETIEM_EFFECTHAND1; break;
case 2: dwSfxHandRight = XI_SETIEM_EFFECTHAND2; break;
case 3: dwSfxHandRight = XI_SETIEM_EFFECTHAND3; break;
case 4: dwSfxHandRight = XI_SETIEM_EFFECTHAND4; break;
case 5: dwSfxHandRight = XI_SETIEM_EFFECTHAND5; break;
case 6: dwSfxHandRight = XI_SETIEM_EFFECTHAND6; break;
case 7: dwSfxHandRight = XI_SETIEM_EFFECTHAND7; break;
case 8: dwSfxHandRight = XI_SETIEM_EFFECTHAND8; break;
case 9: dwSfxHandRight = XI_SETIEM_EFFECTHAND9; break;
case 10: dwSfxHandRight = XI_SETIEM_EFFECTHAND10; break;
case 11: dwSfxHandRight = XI_SETIEM_EFFECTHAND11; break;
case 12: dwSfxHandRight = XI_SETIEM_EFFECTHAND12; break;
case 13: dwSfxHandRight = XI_SETIEM_EFFECTHAND13; break;
case 14: dwSfxHandRight = XI_SETIEM_EFFECTHAND14; break;
case 15: dwSfxHandRight = XI_SETIEM_EFFECTHAND15; break;
case 16: dwSfxHandRight = XI_SETIEM_EFFECTHAND16; break;
case 17: dwSfxHandRight = XI_SETIEM_EFFECTHAND17; break;
case 18: dwSfxHandRight = XI_SETIEM_EFFECTHAND18; break;
case 19: dwSfxHandRight = XI_SETIEM_EFFECTHAND19; break;
case 20: dwSfxHandRight = XI_SETIEM_EFFECTHAND20; break;
case 21: dwSfxHandRight = XI_SETIEM_EFFECTHAND21; break;
case 22: dwSfxHandRight = XI_SETIEM_EFFECTHAND22; break;
case 23: dwSfxHandRight = XI_SETIEM_EFFECTHAND23; break;

default : dwSfxHandRight = XI_SETIEM_EFFECTHAND; break; // unchanged //


more / less than highest / lowest
}
switch( m_iGlowHandLeft )
{
case 0: dwSfxHandLeft = XI_SETIEM_EFFECTHAND; break;
case 1: dwSfxHandLeft = XI_SETIEM_EFFECTHAND1; break;
case 2: dwSfxHandLeft = XI_SETIEM_EFFECTHAND2; break;
case 3: dwSfxHandLeft = XI_SETIEM_EFFECTHAND3; break;
case 4: dwSfxHandLeft = XI_SETIEM_EFFECTHAND4; break;
case 5: dwSfxHandLeft = XI_SETIEM_EFFECTHAND5; break;
case 6: dwSfxHandLeft = XI_SETIEM_EFFECTHAND6; break;
case 7: dwSfxHandLeft = XI_SETIEM_EFFECTHAND7; break;
case 8: dwSfxHandLeft = XI_SETIEM_EFFECTHAND8; break;
case 9: dwSfxHandLeft = XI_SETIEM_EFFECTHAND9; break;
case 10: dwSfxHandLeft = XI_SETIEM_EFFECTHAND10; break;
case 11: dwSfxHandLeft = XI_SETIEM_EFFECTHAND11; break;
case 12: dwSfxHandLeft = XI_SETIEM_EFFECTHAND12; break;
case 13: dwSfxHandLeft = XI_SETIEM_EFFECTHAND13; break;
case 14: dwSfxHandLeft = XI_SETIEM_EFFECTHAND14; break;
case 15: dwSfxHandLeft = XI_SETIEM_EFFECTHAND15; break;
case 16: dwSfxHandLeft = XI_SETIEM_EFFECTHAND16; break;
case 17: dwSfxHandLeft = XI_SETIEM_EFFECTHAND17; break;
case 18: dwSfxHandLeft = XI_SETIEM_EFFECTHAND18; break;
case 19: dwSfxHandLeft = XI_SETIEM_EFFECTHAND19; break;
case 20: dwSfxHandLeft = XI_SETIEM_EFFECTHAND20; break;
case 21: dwSfxHandLeft = XI_SETIEM_EFFECTHAND21; break;
case 22: dwSfxHandLeft = XI_SETIEM_EFFECTHAND22; break;
case 23: dwSfxHandLeft = XI_SETIEM_EFFECTHAND23; break;

default : dwSfxHandLeft = XI_SETIEM_EFFECTHAND; break; // unchanged // more /


less than highest / lowest
}
#else
switch( nAbilityOption )
{
case 3: dwSfx = XI_GEN_ITEM_SETITEM03; break; // blue
case 4: dwSfx = XI_GEN_ITEM_SETITEM04; break; // blue
case 5: dwSfx = XI_GEN_ITEM_SETITEM05; break; // yellow
case 6: dwSfx = XI_GEN_ITEM_SETITEM06; break; // yellow
case 7: dwSfx = XI_GEN_ITEM_SETITEM07; break; // red
case 8: dwSfx = XI_GEN_ITEM_SETITEM08; break; // red
case 9: dwSfx = XI_GEN_ITEM_SETITEM09; break; // lila
case 10: dwSfx = XI_GEN_ITEM_SETITEM10; break; // lila
}
#endif
CSfxPartsLinkShoulder* pSfx = NULL;
D3DXVECTOR3 v3Scal = D3DXVECTOR3( 1.0f, 1.0f, 1.0f );

#ifdef __JOPS_GLOW

pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfxArmRight,


GetPos(), GetId(), GetPos(), GetId(), -1 ); // rechte schulter
pSfx->m_nPartsLink = 0;
pSfx->m_iGlowBody = m_iGlowBody;
pSfx->m_iGlowHandLeft = m_iGlowHandLeft;
pSfx->m_iGlowHandRight = m_iGlowHandRight;
pSfx->m_iGlowArmLeft = m_iGlowArmLeft;
pSfx->m_iGlowArmRight = m_iGlowArmRight;
pSfx->m_iGlowLegLeft = m_iGlowLegLeft;
pSfx->m_iGlowLegRight = m_iGlowLegRight;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfxArmLeft,
GetPos(), GetId(), GetPos(), GetId(), -1 ); // linke schulter
pSfx->m_nPartsLink = 1;
pSfx->m_iGlowBody = m_iGlowBody;
pSfx->m_iGlowHandLeft = m_iGlowHandLeft;
pSfx->m_iGlowHandRight = m_iGlowHandRight;
pSfx->m_iGlowArmLeft = m_iGlowArmLeft;
pSfx->m_iGlowArmRight = m_iGlowArmRight;
pSfx->m_iGlowLegLeft = m_iGlowLegLeft;
pSfx->m_iGlowLegRight = m_iGlowLegRight;
pSfx->m_nOldAbilityOption = nAbilityOption;
// 어깨, 팔목 중간
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfxArmRight,
GetPos(), GetId(), GetPos(), GetId(), -1 ); // rechter oberarm
pSfx->m_nPartsLink = 4;
pSfx->m_iGlowBody = m_iGlowBody;
pSfx->m_iGlowHandLeft = m_iGlowHandLeft;
pSfx->m_iGlowHandRight = m_iGlowHandRight;
pSfx->m_iGlowArmLeft = m_iGlowArmLeft;
pSfx->m_iGlowArmRight = m_iGlowArmRight;
pSfx->m_iGlowLegLeft = m_iGlowLegLeft;
pSfx->m_iGlowLegRight = m_iGlowLegRight;

pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfxArmLeft,
GetPos(), GetId(), GetPos(), GetId(), -1 ); // linker oberarm
pSfx->m_nPartsLink = 5;
pSfx->m_iGlowBody = m_iGlowBody;
pSfx->m_iGlowHandLeft = m_iGlowHandLeft;
pSfx->m_iGlowHandRight = m_iGlowHandRight;
pSfx->m_iGlowArmLeft = m_iGlowArmLeft;
pSfx->m_iGlowArmRight = m_iGlowArmRight;
pSfx->m_iGlowLegLeft = m_iGlowLegLeft;
pSfx->m_iGlowLegRight = m_iGlowLegRight;

pSfx->m_nOldAbilityOption = nAbilityOption;
// 몸통
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfxBody,
GetPos(), GetId(), GetPos(), GetId(), -1 ); // Kopf, vorne, brust
pSfx->m_nPartsLink = 6;
pSfx->SetScale(D3DXVECTOR3( 3.0f, 4.5f, 3.0f ));
pSfx->m_iGlowBody = m_iGlowBody;
pSfx->m_iGlowHandLeft = m_iGlowHandLeft;
pSfx->m_iGlowHandRight = m_iGlowHandRight;
pSfx->m_iGlowArmLeft = m_iGlowArmLeft;
pSfx->m_iGlowArmRight = m_iGlowArmRight;
pSfx->m_iGlowLegLeft = m_iGlowLegLeft;
pSfx->m_iGlowLegRight = m_iGlowLegRight;

pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfxBody,
GetPos(), GetId(), GetPos(), GetId(), -1 ); // Kopf, vorne, brust
pSfx->m_nPartsLink = 7;
pSfx->SetScale(D3DXVECTOR3( 3.0f, 3.0f, 3.0f ));
pSfx->m_iGlowBody = m_iGlowBody;
pSfx->m_iGlowHandLeft = m_iGlowHandLeft;
pSfx->m_iGlowHandRight = m_iGlowHandRight;
pSfx->m_iGlowArmLeft = m_iGlowArmLeft;
pSfx->m_iGlowArmRight = m_iGlowArmRight;
pSfx->m_iGlowLegLeft = m_iGlowLegLeft;
pSfx->m_iGlowLegRight = m_iGlowLegRight;

pSfx->m_nOldAbilityOption = nAbilityOption;
// 손
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfxArmRight,
GetPos(), GetId(), GetPos(), GetId(), -1 ); // rechter arm
pSfx->m_nPartsLink = 8;
//pSfx->m_v3Offset.y = 0.1f;
pSfx->m_iGlowBody = m_iGlowBody;
pSfx->m_iGlowHandLeft = m_iGlowHandLeft;
pSfx->m_iGlowHandRight = m_iGlowHandRight;
pSfx->m_iGlowArmLeft = m_iGlowArmLeft;
pSfx->m_iGlowArmRight = m_iGlowArmRight;
pSfx->m_iGlowLegLeft = m_iGlowLegLeft;
pSfx->m_iGlowLegRight = m_iGlowLegRight;

pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfxArmLeft,
GetPos(), GetId(), GetPos(), GetId(), -1 ); // linker arm
pSfx->m_nPartsLink = 9;
//pSfx->m_v3Offset.y = 0.1f;
pSfx->m_iGlowBody = m_iGlowBody;
pSfx->m_iGlowHandLeft = m_iGlowHandLeft;
pSfx->m_iGlowHandRight = m_iGlowHandRight;
pSfx->m_iGlowArmLeft = m_iGlowArmLeft;
pSfx->m_iGlowArmRight = m_iGlowArmRight;
pSfx->m_iGlowLegLeft = m_iGlowLegLeft;
pSfx->m_iGlowLegRight = m_iGlowLegRight;

pSfx->m_nOldAbilityOption = nAbilityOption;
// 팔목
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfxArmRight,
GetPos(), GetId(), GetPos(), GetId(), -1 ); // rechter oberarm
pSfx->m_nPartsLink = 2;
pSfx->m_iGlowBody = m_iGlowBody;
pSfx->m_iGlowHandLeft = m_iGlowHandLeft;
pSfx->m_iGlowHandRight = m_iGlowHandRight;
pSfx->m_iGlowArmLeft = m_iGlowArmLeft;
pSfx->m_iGlowArmRight = m_iGlowArmRight;
pSfx->m_iGlowLegLeft = m_iGlowLegLeft;
pSfx->m_iGlowLegRight = m_iGlowLegRight;

pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfxArmLeft,
GetPos(), GetId(), GetPos(), GetId(), -1 ); // linker unterarm
pSfx->m_nPartsLink = 3;
pSfx->m_iGlowBody = m_iGlowBody;
pSfx->m_iGlowHandLeft = m_iGlowHandLeft;
pSfx->m_iGlowHandRight = m_iGlowHandRight;
pSfx->m_iGlowArmLeft = m_iGlowArmLeft;
pSfx->m_iGlowArmRight = m_iGlowArmRight;
pSfx->m_iGlowLegLeft = m_iGlowLegLeft;
pSfx->m_iGlowLegRight = m_iGlowLegRight;
pSfx->m_nOldAbilityOption = nAbilityOption;
// 발
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfxLegLeft,
GetPos(), GetId(), GetPos(), GetId(), -1 ); // linkes knie
pSfx->m_nPartsLink = 26;
pSfx->m_iGlowBody = m_iGlowBody;
pSfx->m_iGlowHandLeft = m_iGlowHandLeft;
pSfx->m_iGlowHandRight = m_iGlowHandRight;
pSfx->m_iGlowArmLeft = m_iGlowArmLeft;
pSfx->m_iGlowArmRight = m_iGlowArmRight;
pSfx->m_iGlowLegLeft = m_iGlowLegLeft;
pSfx->m_iGlowLegRight = m_iGlowLegRight;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfxLegRight,
GetPos(), GetId(), GetPos(), GetId(), -1 ); // rechtes knie
pSfx->m_nPartsLink = 29;
pSfx->m_iGlowBody = m_iGlowBody;
pSfx->m_iGlowHandLeft = m_iGlowHandLeft;
pSfx->m_iGlowHandRight = m_iGlowHandRight;
pSfx->m_iGlowArmLeft = m_iGlowArmLeft;
pSfx->m_iGlowArmRight = m_iGlowArmRight;
pSfx->m_iGlowLegLeft = m_iGlowLegLeft;
pSfx->m_iGlowLegRight = m_iGlowLegRight;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfxHandRight,
GetPos(), GetId(), GetPos(), GetId(), -1 ); //rechte Hand
pSfx->m_nPartsLink = 8;
pSfx->m_v3Offset.y = 0.2f;
pSfx->m_iGlowBody = m_iGlowBody;
pSfx->m_iGlowHandLeft = m_iGlowHandLeft;
pSfx->m_iGlowHandRight = m_iGlowHandRight;
pSfx->m_iGlowArmLeft = m_iGlowArmLeft;
pSfx->m_iGlowArmRight = m_iGlowArmRight;
pSfx->m_iGlowLegLeft = m_iGlowLegLeft;
pSfx->m_iGlowLegRight = m_iGlowLegRight;
pSfx->m_nOldAbilityOption = nAbilityOption;

pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfxHandLeft,


GetPos(), GetId(), GetPos(), GetId(), -1 ); // linke Hand
pSfx->m_nPartsLink = 9;
pSfx->m_v3Offset.y = 0.2f;
pSfx->m_iGlowBody = m_iGlowBody;
pSfx->m_iGlowHandLeft = m_iGlowHandLeft;
pSfx->m_iGlowHandRight = m_iGlowHandRight;
pSfx->m_iGlowArmLeft = m_iGlowArmLeft;
pSfx->m_iGlowArmRight = m_iGlowArmRight;
pSfx->m_iGlowLegLeft = m_iGlowLegLeft;
pSfx->m_iGlowLegRight = m_iGlowLegRight;
pSfx->m_nOldAbilityOption = nAbilityOption;

#else

if( nAbilityOption == 3 )
{
// 어깨
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 0;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 1;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;
}
/*
else
if( nAbilityOption == 4 )
{
// 몸통
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 6;
pSfx->SetScale(D3DXVECTOR3( 2.2f, 2.2f, 2.2f ));
}
*/
else
if( nAbilityOption == 4 )
{
// 몸통
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 6;
pSfx->SetScale(D3DXVECTOR3( 3.0f, 3.0f, 3.0f ));
pSfx->m_nOldAbilityOption = nAbilityOption;
}
else
if( nAbilityOption == 5 )
{
// 어깨
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 0;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 1;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;
// 어깨, 팔목 중간
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 4;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 5;
pSfx->m_nOldAbilityOption = nAbilityOption;
}
else
if( nAbilityOption == 6 )
{
// 어깨
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 0;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 1;
pSfx->m_nOldAbilityOption = nAbilityOption;
// 어깨, 팔목 중간
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 4;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 5;
pSfx->m_nOldAbilityOption = nAbilityOption;
// 팔목
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 2;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 3;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;
}
else
if( nAbilityOption == 7 )
{
// 어깨
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 0;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 1;
pSfx->m_nOldAbilityOption = nAbilityOption;
// 어깨, 팔목 중간
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 4;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 5;
pSfx->m_nOldAbilityOption = nAbilityOption;
// 팔목
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 2;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 3;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;
// 손
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 8;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 9;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;
}
else
if( nAbilityOption == 8 )
{
// 어깨
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 0;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 1;
pSfx->m_nOldAbilityOption = nAbilityOption;
// 어깨, 팔목 중간
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 4;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 5;
pSfx->m_nOldAbilityOption = nAbilityOption;
// 팔목
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 2;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 3;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;
// 손
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 8;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 9;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;

pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE,


XI_SETIEM_EFFECTHAND, GetPos(), GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 9;
pSfx->m_v3Offset.y = 0.2f;
pSfx->m_nOldAbilityOption = nAbilityOption;
}
else
if( nAbilityOption == 9 )
{
// 어깨
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 0;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 1;
pSfx->m_nOldAbilityOption = nAbilityOption;
// 어깨, 팔목 중간
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 4;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 5;
pSfx->m_nOldAbilityOption = nAbilityOption;
// 팔목
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 2;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 3;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;
// 손
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 8;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 9;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;
// 발
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 26;
pSfx->SetScale(D3DXVECTOR3( 1.5f, 1.5f, 1.5f ));
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 29;
pSfx->SetScale(D3DXVECTOR3( 1.5f, 1.5f, 1.5f ));
pSfx->m_nOldAbilityOption = nAbilityOption;

pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE,


XI_SETIEM_EFFECTHAND, GetPos(), GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 9;
pSfx->m_v3Offset.y = 0.2f;
pSfx->m_nOldAbilityOption = nAbilityOption;
}
else
if( nAbilityOption == 10 )
{
// 어깨
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 0;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 1;
pSfx->m_nOldAbilityOption = nAbilityOption;
// 어깨, 팔목 중간
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 4;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 5;
pSfx->m_nOldAbilityOption = nAbilityOption;
// 몸통
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 6;
pSfx->SetScale(D3DXVECTOR3( 3.0f, 4.5f, 3.0f ));
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 7;
pSfx->SetScale(D3DXVECTOR3( 3.0f, 3.0f, 3.0f ));
pSfx->m_nOldAbilityOption = nAbilityOption;
// 손
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 8;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 9;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;
// 팔목
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 2;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 3;
pSfx->m_nOldAbilityOption = nAbilityOption;
// 발
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 26;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 29;
pSfx->m_nOldAbilityOption = nAbilityOption;

pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE,


XI_SETIEM_EFFECTHAND, GetPos(), GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 8;
pSfx->m_v3Offset.y = 0.2f;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE,
XI_SETIEM_EFFECTHAND, GetPos(), GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 9;
pSfx->m_v3Offset.y = 0.2f;
pSfx->m_nOldAbilityOption = nAbilityOption;
}
#endif
}
#endif //__CLIENT

//int nItemKind, int nItemKind2, int nNumMax, int nUniqueMin, int nUniqueMax, int
nTotalNum, CAnim* pAnimParent, int nMaterialCount )
void CMover::GenerateVendorItem( ItemProp** apItemProp, int* pcbSize, int nMax,
LPVENDOR_ITEM pVendor )

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