// B4 27 ʹÓü¼ÄÜ #tagSCUseSkill struct tagSCUseSkillHurt { DWORD ObjID; 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 DWORD HurtHP; // ƮѪֵ£¬ÇóÓàÒÚ²¿·Ö DWORD HurtHPEx; // ƮѪֵ£¬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 };