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// B4 27 Ê¹Óü¼ÄÜ #tagSCUseSkill
 
struct    tagSCUseSkillHurt
{
    DWORD        ObjID;
    DWORD        AttackTypes;    // Æ®ÑªÀàÐÍ»ã×Ü£¬Ö§³Ö¶àÖÖÀàÐͲ¢´æ£¬ÈçÎÞÊÓ·ÀÓùÇÒ±©»÷ͬʱ±»¸ñµ²£¬¶þ½øÖÆ»òÔËËã×îÖÕÖµ£»0-ʧ°Ü£»1-ÆÕͨ£»2-»ØÑª£»5-¸ñµ²£»6-ÎÞÊÓ·ÀÓù£»7-±©»÷£»9-ÉÁ±Ü
    DWORD        HurtHP;        // Æ®ÑªÖµ£¬ÇóÓàÒÚ²¿·Ö
    DWORD        HurtHPEx;    // Æ®ÑªÖµ£¬Õû³ýÒÚ²¿·Ö
    DWORD        CurHP;        // ¸üÐÂÊ£ÓàѪÁ¿£¬ÇóÓàÒÚ²¿·Ö
    DWORD        CurHPEx;        // ¸üÐÂÊ£ÓàѪÁ¿£¬Õû³ýÒÚ²¿·Ö
    DWORD        SuckHP;        // ±¾´ÎÉ˺¦×ª»¯µÄÎüѪÁ¿
    DWORD        BounceHP;    // ±¾´ÎÉ˺¦·´µ¯µÄÉ˺¦Á¿
};
 
struct    tagSCUseSkill
{
    tagHead        Head;
    DWORD        ObjID;
    BYTE        PMType;        // Îï·¨ÀàÐÍ 0»ò1-ÎïÀí£»2-·¨Êõ
    BYTE        BattleType;    // Õ½¶·ÀàÐÍ 0-³£¹æ£»1-Á¬»÷£»2-·´»÷£»3-×·»÷£»4-×Ó¼¼ÄÜ£»5-±»¶¯´¥·¢µÄ
    DWORD        CurHP;        // Êͷż¼ÄܺóÊ£ÓàѪÁ¿£¬ÎüѪ¡¢·´µ¯¿ÉÄÜÒýÆð±ä»¯£¬ÇóÓàÒÚ²¿·Ö
    DWORD        CurHPEx;        // Êͷż¼ÄܺóÊ£ÓàѪÁ¿£¬ÎüѪ¡¢·´µ¯¿ÉÄÜÒýÆð±ä»¯£¬Õû³ýÒÚ²¿·Ö
    DWORD        SkillID;
    DWORD        RelatedSkillID;    // ¹ØÁªµÄ¼¼ÄÜID£¬Ò»°ãÊÇÖ÷¼¼ÄÜID»òÓÉÓÚij¸ö¼¼ÄÜÊÍ·ÅÒýÆðµÄ
    BYTE        HurtCount;        //É˺¦ÊýÄ¿
    tagSCUseSkillHurt        HurtList[HurtCount];        //size = HurtCount
};