public int OnDamage(ref HurtDataInfo _hurt, int _hurtValue) { if (!_hurt.bLastHurt) { this.clearRule.CheckBuffClear(1); } if (!_hurt.bExtraBuff) { SkillSlotType atkSlot = _hurt.atkSlot; SkillSlotType atkSlot2; bool flag = this.OnChangeExtraEffectSkillSlot(_hurt.atker, _hurt.atkSlot, out atkSlot2); if (flag) { _hurt.atkSlot = atkSlot2; } this.OnDamageTriggerEffect(_hurt.target, _hurt.atker); this.OnDamageExtraEffect(_hurt.atker, _hurt.atkSlot); if (flag) { _hurt.atkSlot = atkSlot; } } int num = _hurtValue * _hurt.iEffectFadeRate / 10000; num = num * _hurt.iOverlayFadeRate / 10000; num = this.protectRule.ResistDamage(ref _hurt, num); num = BufferLogicEffect.OnDamageExtraEffect(ref _hurt, num); num = this.DealDamageContionType(ref _hurt, num); this.OnDamageExtraHurtFunc(ref _hurt, _hurt.atkSlot); return(num); }
public int OnDamage(ref HurtDataInfo _hurt, int _hurtValue) { int num = _hurtValue; if (!_hurt.bLastHurt) { this.clearRule.CheckBuffClear(RES_SKILLFUNC_CLEAR_RULE.RES_SKILLFUNC_CLEAR_DAMAGE); } if (!_hurt.bExtraBuff) { this.OnDamageExtraEffect(_hurt.atker, _hurt.atkSlot); } num = (num * _hurt.iEffectFadeRate) / 0x2710; num = (num * _hurt.iOverlayFadeRate) / 0x2710; num = this.protectRule.ResistDamage(ref _hurt, num); return(BufferLogicEffect.OnDamageExtraEffect(ref _hurt, num)); }