// B4 27 ʹÓü¼ÄÜ #tagSCUseSkill
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struct tagSCUseSkillHurt
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{
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DWORD ObjID;
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DWORD AttackTypes; // ƮѪÀàÐÍ»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
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DWORD HurtHP; // ƮѪֵ£¬ÇóÓàÒÚ²¿·Ö
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DWORD HurtHPEx; // ƮѪֵ£¬Õû³ýÒÚ²¿·Ö
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DWORD CurHP; // ¸üÐÂÊ£ÓàѪÁ¿£¬ÇóÓàÒÚ²¿·Ö
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DWORD CurHPEx; // ¸üÐÂÊ£ÓàѪÁ¿£¬Õû³ýÒÚ²¿·Ö
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DWORD SuckHP; // ±¾´ÎÉ˺¦×ª»¯µÄÎüѪÁ¿
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DWORD BounceHP; // ±¾´ÎÉ˺¦·´µ¯µÄÉ˺¦Á¿
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};
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struct tagSCUseSkill
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{
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tagHead Head;
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DWORD ObjID;
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BYTE PMType; // Îï·¨ÀàÐÍ 0»ò1-ÎïÀí£»2-·¨Êõ
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BYTE BattleType; // Õ½¶·ÀàÐÍ 0-³£¹æ£»1-Á¬»÷£»2-·´»÷£»3-×·»÷£»4-×Ó¼¼ÄÜ£»5-±»¶¯´¥·¢µÄ
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DWORD CurHP; // Êͷż¼ÄܺóÊ£ÓàѪÁ¿£¬ÎüѪ¡¢·´µ¯¿ÉÄÜÒýÆð±ä»¯£¬ÇóÓàÒÚ²¿·Ö
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DWORD CurHPEx; // Êͷż¼ÄܺóÊ£ÓàѪÁ¿£¬ÎüѪ¡¢·´µ¯¿ÉÄÜÒýÆð±ä»¯£¬Õû³ýÒÚ²¿·Ö
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DWORD SkillID;
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DWORD RelatedSkillID; // ¹ØÁªµÄ¼¼ÄÜID£¬Ò»°ãÊÇÖ÷¼¼ÄÜID»òÓÉÓÚij¸ö¼¼ÄÜÊÍ·ÅÒýÆðµÄ
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BYTE HurtCount; //É˺¦ÊýÄ¿
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tagSCUseSkillHurt HurtList[HurtCount]; //size = HurtCount
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};
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