+ `4 s& L' f7 j6 l' X8 d! m- M int nGap = abs( this->GetLevel() - pAttacker->GetLevel() ); : @7 B x: e2 p6 {# F, Z. a if( nGap >= 80 )% A! J( n6 X7 C& j5 U. { V: |
ChangeFame( this ); // 80 àì?óà? ?÷àì 3ˉ °??ì, ?1?üà?à?·? ?í?o?? á?°¨ 6 u0 N& ]0 t! e 8 b8 I( {. v3 r // o??ó±Y ?3±?±a?| ??????′ù. # Z. q1 _5 M; U u: F$ T( d CWorld* pWorld = GetWorld(); - n+ j# e1 Q/ \9 U, { if( pWorld )5 _4 } m g! |
{, m' G3 o0 e) ]
//"%s′?àì ???ó1ü %s?| àa?? ???ó±Y %s??3??| ?ò?ú?à′?′ù."9 _/ d4 R6 k7 r. m6 B, y+ e
char szFormat[256]; ?, k9 g% H4 u+ X strcpy( szFormat, pAttacker->GetName() ); t- \5 ~9 S5 M$ ^% n
strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );" q; @/ G$ X' p2 ^2 p: M
g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos() );* n% T4 J/ I) m6 d% s
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if( g_eLocal.GetState( EVE_PKCOST ) ' L* F& j6 j. d% y/ m' v#ifdef __JEFF_11_4) Q1 m) H3 k2 y
&& ( pWorld && pWorld->IsArena() == FALSE ) ' N# r( Q( ^( O/ w- @( x#endif // __JEFF_11_4 3 C/ t' d% v7 e# J$ i% J/ w2 x: m. U ) ; o+ L1 n( B: v' [+ q4 Q1 i& \8 k9 f {# {2 t* H& ]. P1 ^
if( bChaotic ) : p% Z9 Y, U9 r1 t {$ o' N. v2 a8 R: B/ S; G
#if !defined(__INTERNALSERVER)! D6 J' A: ~& }- N0 b
if( m_dwAuthorization < AUTH_HELPER )5 N$ i \1 }3 D1 O/ i( h
#endif 0 w: O M7 f9 j, A$ ~* w# ? { . E' E, |$ F( O$ t& w- l6 f) T7 l // ??3?μ?·ó 3 S1 e9 ~$ F' B, a7 T$ F
KarmaProp* pProp = prj.GetKarmaProp( m_nSlaughter );( j+ e; o! w2 T, X
float fRate = pProp->nDropGoldPercent / 100.0f; : k9 E+ @# V) h- F6 @& b$ W int nGold = GetGold() * fRate;4 s ^8 Y6 I. A
% i* k" D2 v) t8 ?
if( nGold > 0 ): O/ P# p( E0 d' p
DropGold( nGold , GetPos(), TRUE );, X; Q5 W, O( V! N) c X
9 @$ _ L! g T4 B- _; S4 [ // ??àì?? μ?·ó T4 P' `& P6 v) ? for( int i=0; i<pProp->nDropItem; ++i ) & Z" @6 x' p% X1 S& E1 J+ r) ~ { ; G' [1 N: Z. i BOOL bExcludeEquip = ( i == 0 ); // 1°3 àì??à? °??ì, à??? ??àì??ào ?3±?á? ?ê′?′ù. ) u* \3 i* U8 g9 I3 Z , V+ g+ ~. \7 R; M- _: P if( xRandom( 100 ) < pProp->nDropPercent ) ; G8 u0 [% Q; V' r) i7 M* S { ) V9 D2 d3 q Q/ D. {! J( f4 B if( DoDropItemRandom( bExcludeEquip, pAttacker ) == 0 ) - G8 n/ |, y! j( w5 L9 G D. P break; 0 I2 ]1 m' k# y# T- f }+ j0 u2 P# w* l
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}+ ^- ~2 j/ n0 e6 ~9 L1 } X8 c2 c
# Z- _8 G% b3 b1 @ //pAttackerà? slaughter°aà? oˉ°????2′ù.' N& Y( q) d$ d$ J1 e7 H
pAttacker->ChangeSlaughter( CHANGE_SLAUGHTER_KILL, this );9 W9 @& L, h! Q, K5 K; N$ k. x3 @
// á????à àˉàú′? PK·? ???á ′??ò °??ì, ???£?? μ?±Tàì ?? ′ü°è ???ó°£′ù.& o4 k I B( Z& y. z2 Y
if( GetSlaughterGrade() == SLAUGHTER_SEMI_CHAOTIC ) + j6 z& L1 R7 Q UpgradeKarma();4 e4 M, i) D v; h! R
#endif // __VER >= 8 // __S8_PK " J' H' S5 F. p) N1 X return 1; 0 O7 i1 |3 ]$ v}( w2 G7 d, ]$ \& x- l
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1 ?9 Y# z! R3 Z5 N' C- {" Z ; @. E. c) }; R ! k. |( o7 e9 k9 S 9 I8 W" Y G2 H9 [6 \-------------------------------------------3 f* E3 Y, T4 X' }+ D, E$ Y
" b: H7 b S2 q3 q1 k e- p/ B% N / o) z* z' }6 ?2 v' @6 q if( pAttacker->IsPlayer() ) " Y# \8 c9 {+ w; x6 Z { & N. S! A7 q$ ^/ |9 Y M8 _ m_idMurderer = pAttacker->m_idPlayer;/ X2 r& E3 T; Z- ~6 y5 Y) }
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