public static bool OnSkillFuncSuckBlood(ref SSkillFuncContext inContext)
        {
            PoolObjHandle <ActorRoot> inOriginator = inContext.inOriginator;

            if (!inOriginator)
            {
                return(false);
            }
            ResDT_SkillFunc skillFunc = null;

            if (inContext.inStage != ESkillFuncStage.Leave)
            {
                int num    = 0;
                int iParam = inContext.inSkillFunc.astSkillFuncParam[0].iParam;
                int num2   = 0;
                if (inContext.inAction.handle.refParams.GetRefParam("HurtValue", ref num))
                {
                    for (int i = 0; i < inOriginator.handle.BuffHolderComp.SpawnedBuffList.get_Count(); i++)
                    {
                        BuffSkill buffSkill = inOriginator.handle.BuffHolderComp.SpawnedBuffList.get_Item(i);
                        if (buffSkill != null && buffSkill.FindSkillFunc(64, out skillFunc))
                        {
                            int skillFuncParam = buffSkill.GetSkillFuncParam(skillFunc, 0, false);
                            if (skillFuncParam == 1)
                            {
                                num2 += buffSkill.GetSkillFuncParam(skillFunc, 4, false);
                            }
                        }
                    }
                    int num3 = (int)((long)num * (long)iParam / 10000L * (long)(10000 + num2) / 10000L);
                    if (num3 > 0)
                    {
                        int num4 = inOriginator.handle.ValueComponent.actorHp;
                        inOriginator.handle.ActorControl.ReviveHp(num3);
                        num4 = inOriginator.handle.ValueComponent.actorHp - num4;
                        HemophagiaEventResultInfo hemophagiaEventResultInfo = new HemophagiaEventResultInfo(inOriginator, num4);
                        Singleton <GameEventSys> .instance.SendEvent <HemophagiaEventResultInfo>(GameEventDef.Event_Hemophagia, ref hemophagiaEventResultInfo);
                    }
                }
            }
            return(true);
        }