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Hi guys. I have this bug with my sash system. 
When I put any sash on it works perfectly, when I remove it the sash stills on the player, like the image below:

https://metin2.download/picture/yuU9Wn891m6MQ2sqzo1g445qS6mb936i/.png

Any idea how to solve this?

Best Regards

 

Edited by Metin2 Dev
Core X - External 2 Internal
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send instancebase.cpp

 

"Nothing's free in this life.

Ignorant people have an obligation to make up for their ignorance by paying those who help them.

Either you got the brains or cash, if you lack both you're useless."

Syreldar

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#include "StdAfx.h"
#include "InstanceBase.h"
#include "PythonBackground.h"
#include "PythonNonPlayer.h"
#include "PythonPlayer.h"
#include "PythonCharacterManager.h"
#include "AbstractPlayer.h"
#include "AbstractApplication.h"
#include "packet.h"
#include "Locale_inc.h"

#include "../eterlib/StateManager.h"
#include "../gamelib/ItemManager.h"

BOOL HAIR_COLOR_ENABLE=FALSE;
BOOL USE_ARMOR_SPECULAR=FALSE;
BOOL RIDE_HORSE_ENABLE=TRUE;
const float c_fDefaultRotationSpeed = 1200.0f;
const float c_fDefaultHorseRotationSpeed = 300.0f;


bool IsWall(unsigned race)
{
	switch (race)
	{
		case 14201:
		case 14202:
		case 14203:
		case 14204:
			return true;
			break;
	}
	return false;
}

//////////////////////////////////////////////////////////////////////////////////////


CInstanceBase::SHORSE::SHORSE()
{
	__Initialize();
}

CInstanceBase::SHORSE::~SHORSE()
{
	assert(m_pkActor==NULL);
}

void CInstanceBase::SHORSE::__Initialize()
{
	m_isMounting=false;
	m_pkActor=NULL;
}

void CInstanceBase::SHORSE::SetAttackSpeed(UINT uAtkSpd)
{
	if (!IsMounting())
		return;

	CActorInstance& rkActor=GetActorRef();
	rkActor.SetAttackSpeed(uAtkSpd/100.0f);	
}

void CInstanceBase::SHORSE::SetMoveSpeed(UINT uMovSpd)
{	
	if (!IsMounting())
		return;

	CActorInstance& rkActor=GetActorRef();
	rkActor.SetMoveSpeed(uMovSpd/100.0f);
}

void CInstanceBase::SHORSE::Create(const TPixelPosition& c_rkPPos, UINT eRace, UINT eHitEffect)
{
	assert(NULL==m_pkActor && "CInstanceBase::SHORSE::Create - ALREADY MOUNT");

	m_pkActor=new CActorInstance;

	CActorInstance& rkActor=GetActorRef();
	rkActor.SetEventHandler(CActorInstance::IEventHandler::GetEmptyPtr());
	if (!rkActor.SetRace(eRace))
	{
		delete m_pkActor;
		m_pkActor=NULL;
		return;
	}

	rkActor.SetShape(0);
	rkActor.SetBattleHitEffect(eHitEffect);
	rkActor.SetAlphaValue(0.0f);
	rkActor.BlendAlphaValue(1.0f, 0.5f);
	rkActor.SetMoveSpeed(1.0f);
	rkActor.SetAttackSpeed(1.0f);
	rkActor.SetMotionMode(CRaceMotionData::MODE_GENERAL);
	rkActor.Stop();
	rkActor.RefreshActorInstance();

	rkActor.SetCurPixelPosition(c_rkPPos);

	m_isMounting=true;
}

void CInstanceBase::SHORSE::Destroy()
{
	if (m_pkActor)
	{
		m_pkActor->Destroy();
		delete m_pkActor;	
	}	

	__Initialize();
}

CActorInstance& CInstanceBase::SHORSE::GetActorRef()
{
	assert(NULL!=m_pkActor && "CInstanceBase::SHORSE::GetActorRef");
	return *m_pkActor;
}

CActorInstance* CInstanceBase::SHORSE::GetActorPtr()
{
	return m_pkActor;
}

UINT CInstanceBase::SHORSE::GetLevel()
{
	if (m_pkActor)
	{
		DWORD mount = m_pkActor->GetRace();
		switch (mount)
		{
			case 20101:
			case 20102:
			case 20103:
				return 1;
			case 20104:
			case 20105:
			case 20106:
				return 2;
			case 20107:
			case 20108:
			case 20109:
			case 20110: // #0000673: [M2EU] 새로운 탈것 타고 공격 안됨 
			case 20111: // #0000673: [M2EU] 새로운 탈것 타고 공격 안됨 
			case 20112: // #0000673: [M2EU] 새로운 탈것 타고 공격 안됨 
			case 20113: // #0000673: [M2EU] 새로운 탈것 타고 공격 안됨 
			case 20114:
			case 20115:
			case 20116:
			case 20117:
			case 20118:
			case 20120:
			case 20121:
			case 20122:
			case 20123:
			case 20124:
			case 20125:
			case 20226:
			case 20227:
				return 3;
			case 20119: // 라마단 이벤트용 흑마는 스킬불가, 공격가능한 레벨2로 설정
			case 20219: // 할로윈 이벤트용 흑마는 스킬불가, 공격가능한 레벨2로 설정 (=라마단 흑마 클론)
			case 20220:
			case 20221:
			case 20222:
			case 20224:
			case 20225:
			case 20229:
			case 20230:
			case 20231:
			case 20232:
			case 20233:
			case 20234:
			case 20235:
			case 20236:
			case 20237:
			case 20238:
			case 20239:
			case 20240:
			case 20241:
			case 20242:
			case 20243:
			case 20244:
			case 20245:
			case 20246:
			case 20247:
			case 20248:
			case 20249:
				return 3;
		}

		// 마운트 확장 시스템용 특수 처리 (20201 ~ 20212 대역을 사용하고 순서대로 4개씩 나눠서 초급, 중급, 고급임)
		//	-- 탈것 레벨을 클라에서 측정하고 공격/스킬 사용가능 여부도 클라에서 처리하는 것 자체에 문제가 있는 듯.. [hyo]
		{
			// 중급 탈것은 레벨2 (공격 가능, 스킬 불가)
			if ((20205 <= mount && 20208 >= mount) ||
				(20214 == mount) || (20217 == mount) ||
				(20224 == mount) || (20229 == mount) ||			// 난폭한 전갑순순록, 난폭한 전갑암순록
				(20234 == mount) || (20237 == mount)
				)
				return 2;

			// 고급 탈것은 레벨3 (공격 가능, 스킬 가능)
			if ((20209 <= mount &&  20212 >= mount) || 
				(20215 == mount) || (20218 == mount) ||
				(20225 == mount) || (20230 == mount) ||			// 용맹한 전갑순순록, 용맹한 전갑암순록
				(20235 == mount) || (20238 == mount)
				)
				return 3;
		}
	}
	return 0;
}

bool CInstanceBase::SHORSE::IsNewMount()
{
	if (!m_pkActor)
		return false;
	DWORD mount = m_pkActor->GetRace();

	if ((20205 <= mount &&  20208 >= mount) ||
		(20214 == mount) || (20217 == mount) ||
		(20224 == mount) || (20229 == mount) ||			// 난폭한 전갑순순록, 난폭한 전갑암순록
		(20234 == mount) || (20237 == mount)
		)
		return true;

	// 고급 탈것
	if ((20209 <= mount && 20212 >= mount) ||
		(20215 == mount) || (20218 == mount) ||
		(20225 == mount) || (20230 == mount) ||			// 용맹한 전갑순순록, 용맹한 전갑암순록
		(20235 == mount) || (20238 == mount)
		)
		return true;

	return false;
}
bool CInstanceBase::SHORSE::CanUseSkill()
{
	// 마상스킬은 말의 레벨이 3 이상이어야만 함.
	if (IsMounting())
		return 2 < GetLevel();

	return true;
}

bool CInstanceBase::SHORSE::CanAttack()
{
	if (IsMounting())
		if (GetLevel()<=1)
			return false;

	return true;
}
			
bool CInstanceBase::SHORSE::IsMounting()
{
	return m_isMounting;
}

void CInstanceBase::SHORSE::Deform()
{
	if (!IsMounting())
		return;

	CActorInstance& rkActor=GetActorRef();
	rkActor.INSTANCEBASE_Deform();
}

void CInstanceBase::SHORSE::Render()
{
	if (!IsMounting())
		return;

	CActorInstance& rkActor=GetActorRef();
	rkActor.Render();
}

void CInstanceBase::__AttachHorseSaddle()
{
	if (!IsMountingHorse())
		return;
	m_kHorse.m_pkActor->AttachModelInstance(CRaceData::PART_MAIN, "saddle", m_GraphicThingInstance, CRaceData::PART_MAIN);
}

void CInstanceBase::__DetachHorseSaddle()
{
	if (!IsMountingHorse())
		return;
	m_kHorse.m_pkActor->DetachModelInstance(CRaceData::PART_MAIN, m_GraphicThingInstance, CRaceData::PART_MAIN);
}

//////////////////////////////////////////////////////////////////////////////////////

void CInstanceBase::BlockMovement()
{
	m_GraphicThingInstance.BlockMovement();
}

bool CInstanceBase::IsBlockObject(const CGraphicObjectInstance& c_rkBGObj)
{
	return m_GraphicThingInstance.IsBlockObject(c_rkBGObj);
}

bool CInstanceBase::AvoidObject(const CGraphicObjectInstance& c_rkBGObj)
{
	return m_GraphicThingInstance.AvoidObject(c_rkBGObj);
}

///////////////////////////////////////////////////////////////////////////////////

bool __ArmorVnumToShape(int iVnum, DWORD * pdwShape)
{
	*pdwShape = iVnum;

	/////////////////////////////////////////

	if (0 == iVnum || 1 == iVnum)
		return false;

	if (!USE_ARMOR_SPECULAR)
		return false;

	CItemData * pItemData;
	if (!CItemManager::Instance().GetItemDataPointer(iVnum, &pItemData))
		return false;

	enum
	{
		SHAPE_VALUE_SLOT_INDEX = 3,
	};

	*pdwShape = pItemData->GetValue(SHAPE_VALUE_SLOT_INDEX);

	return true;
}

// 2004.07.05.myevan.궁신탄영 끼이는 문제
class CActorInstanceBackground : public IBackground
{
	public:
		CActorInstanceBackground() {}
		virtual ~CActorInstanceBackground() {}
		bool IsBlock(int x, int y)
		{
			CPythonBackground& rkBG=CPythonBackground::Instance();
			return rkBG.isAttrOn(x, y, CTerrainImpl::ATTRIBUTE_BLOCK);
		}
};

static CActorInstanceBackground gs_kActorInstBG;

bool CInstanceBase::LessRenderOrder(CInstanceBase* pkInst)
{
	int nMainAlpha=(__GetAlphaValue() < 1.0f) ? 1 : 0;
	int nTestAlpha=(pkInst->__GetAlphaValue() < 1.0f) ? 1 : 0;
	if (nMainAlpha < nTestAlpha)
		return true;
	if (nMainAlpha > nTestAlpha)
		return false;

	if (GetRace()<pkInst->GetRace())
		return true;
	if (GetRace()>pkInst->GetRace())
		return false;

	if (GetShape()<pkInst->GetShape())
		return true;

	if (GetShape()>pkInst->GetShape())
		return false;

	UINT uLeftLODLevel=__LessRenderOrder_GetLODLevel();
	UINT uRightLODLevel=pkInst->__LessRenderOrder_GetLODLevel();
	if (uLeftLODLevel<uRightLODLevel)
		return true;
	if (uLeftLODLevel>uRightLODLevel)
		return false;

	if (m_awPart[CRaceData::PART_WEAPON]<pkInst->m_awPart[CRaceData::PART_WEAPON])
		return true;

	return false;
}

UINT CInstanceBase::__LessRenderOrder_GetLODLevel()
{
	CGrannyLODController* pLODCtrl=m_GraphicThingInstance.GetLODControllerPointer(0);
	if (!pLODCtrl)
		return 0;

	return pLODCtrl->GetLODLevel();
}

bool CInstanceBase::__Background_GetWaterHeight(const TPixelPosition& c_rkPPos, float* pfHeight)
{
	long lHeight;
	if (!CPythonBackground::Instance().GetWaterHeight(int(c_rkPPos.x), int(c_rkPPos.y), &lHeight))
		return false;

	*pfHeight = float(lHeight);

	return true;
}

bool CInstanceBase::__Background_IsWaterPixelPosition(const TPixelPosition& c_rkPPos)
{
	return CPythonBackground::Instance().isAttrOn(c_rkPPos.x, c_rkPPos.y, CTerrainImpl::ATTRIBUTE_WATER);
}

const float PC_DUST_RANGE = 2000.0f;
const float NPC_DUST_RANGE = 1000.0f;

DWORD CInstanceBase::ms_dwUpdateCounter=0;
DWORD CInstanceBase::ms_dwRenderCounter=0;
DWORD CInstanceBase::ms_dwDeformCounter=0;

CDynamicPool<CInstanceBase> CInstanceBase::ms_kPool;

bool CInstanceBase::__IsInDustRange()
{
	if (!__IsExistMainInstance())
		return false;

	CInstanceBase* pkInstMain=__GetMainInstancePtr();

	float fDistance=NEW_GetDistanceFromDestInstance(*pkInstMain);

	if (IsPC())
	{
		if (fDistance<=PC_DUST_RANGE)
			return true;
	}

	if (fDistance<=NPC_DUST_RANGE)
		return true;

	return false;
}

void CInstanceBase::__EnableSkipCollision()
{
	if (__IsMainInstance())
	{
		TraceError("CInstanceBase::__EnableSkipCollision - 자신은 충돌검사스킵이 되면 안된다!!");
		return;
	}
	m_GraphicThingInstance.EnableSkipCollision();
}

void CInstanceBase::__DisableSkipCollision()
{
	m_GraphicThingInstance.DisableSkipCollision();
}

DWORD CInstanceBase::__GetShadowMapColor(float x, float y)
{
	CPythonBackground& rkBG=CPythonBackground::Instance();
	return rkBG.GetShadowMapColor(x, y);
}

float CInstanceBase::__GetBackgroundHeight(float x, float y)
{
	CPythonBackground& rkBG=CPythonBackground::Instance();
	return rkBG.GetHeight(x, y);
}

#ifdef __MOVIE_MODE__

BOOL CInstanceBase::IsMovieMode()
{
	if (IsAffect(AFFECT_INVISIBILITY))
		return true;

	return false;
}

#endif

BOOL CInstanceBase::IsInvisibility()
{
	if (IsAffect(AFFECT_INVISIBILITY))
		return true;

	return false;
}

BOOL CInstanceBase::IsParalysis()
{
	return m_GraphicThingInstance.IsParalysis();
}

BOOL CInstanceBase::IsGameMaster()
{
	if (m_kAffectFlagContainer.IsSet(AFFECT_YMIR))
		return true;
	return false;
}


BOOL CInstanceBase::IsSameEmpire(CInstanceBase& rkInstDst)
{
	if (0 == rkInstDst.m_dwEmpireID)
		return TRUE;

	if (IsGameMaster())
		return TRUE;

	if (rkInstDst.IsGameMaster())
		return TRUE;

	if (rkInstDst.m_dwEmpireID==m_dwEmpireID)
		return TRUE;

	return FALSE;
}

DWORD CInstanceBase::GetEmpireID()
{
	return m_dwEmpireID;
}

#if defined(WJ_SHOW_MOB_INFO)
DWORD CInstanceBase::GetAIFlag()
{
	return m_dwAIFlag;
}
#endif

DWORD CInstanceBase::GetGuildID()
{
	return m_dwGuildID;
}

BYTE CInstanceBase::GetGuildAuth()
{
	return m_dwGuildAuth;
}

int CInstanceBase::GetAlignment()
{
	return m_sAlignment;
}

UINT CInstanceBase::GetAlignmentGrade()
{
	if (m_sAlignment >= 12000)
		return 0;
	else if (m_sAlignment >= 8000)
		return 1;
	else if (m_sAlignment >= 4000)
		return 2;
	else if (m_sAlignment >= 1000)
		return 3;
	else if (m_sAlignment >= 0)
		return 4;
	else if (m_sAlignment > -4000)
		return 5;
	else if (m_sAlignment > -8000)
		return 6;
	else if (m_sAlignment > -12000)
		return 7;

	return 8;
}

int CInstanceBase::GetAlignmentType()
{
	switch (GetAlignmentGrade())
	{
		case 0:
		case 1:
		case 2:
		case 3:
		{
			return ALIGNMENT_TYPE_WHITE;
			break;
		}

		case 5:
		case 6:
		case 7:
		case 8:
		{
			return ALIGNMENT_TYPE_DARK;
			break;
		}
	}

	return ALIGNMENT_TYPE_NORMAL;
}

long CInstanceBase::GetWeaponRarity()
{
	return m_lWeaponRarity;
}

BYTE CInstanceBase::GetPKMode()
{
	return m_byPKMode;
}

bool CInstanceBase::IsKiller()
{
	return m_isKiller;
}

bool CInstanceBase::IsPartyMember()
{
	return m_isPartyMember;
}

BOOL CInstanceBase::IsInSafe()
{
	const TPixelPosition& c_rkPPosCur=m_GraphicThingInstance.NEW_GetCurPixelPositionRef();
	if (CPythonBackground::Instance().isAttrOn(c_rkPPosCur.x, c_rkPPosCur.y, CTerrainImpl::ATTRIBUTE_BANPK))
		return TRUE;

	return FALSE;
}

float CInstanceBase::CalculateDistanceSq3d(const TPixelPosition& c_rkPPosDst)
{
	const TPixelPosition& c_rkPPosSrc=m_GraphicThingInstance.NEW_GetCurPixelPositionRef();
	return SPixelPosition_CalculateDistanceSq3d(c_rkPPosSrc, c_rkPPosDst);
}

void CInstanceBase::OnSelected()
{
#ifdef __MOVIE_MODE__
	if (!__IsExistMainInstance())
		return;
#endif

	if (IsStoneDoor())
		return;

	if (IsDead())
		return;

	__AttachSelectEffect();
}

void CInstanceBase::OnUnselected()
{
	__DetachSelectEffect();
}

void CInstanceBase::OnTargeted()
{
#ifdef __MOVIE_MODE__
	if (!__IsExistMainInstance())
		return;
#endif

	if (IsStoneDoor())
		return;

	if (IsDead())
		return;

	__AttachTargetEffect();
}

void CInstanceBase::OnUntargeted()
{
	__DetachTargetEffect();
}

void CInstanceBase::DestroySystem()
{
	ms_kPool.Clear();
}

void CInstanceBase::CreateSystem(UINT uCapacity)
{
	ms_kPool.Create(uCapacity);

	memset(ms_adwCRCAffectEffect, 0, sizeof(ms_adwCRCAffectEffect));

	ms_fDustGap=250.0f;
	ms_fHorseDustGap=500.0f;
}

CInstanceBase* CInstanceBase::New()
{
	return ms_kPool.Alloc();
}

void CInstanceBase::Delete(CInstanceBase* pkInst)
{
	pkInst->Destroy();
	ms_kPool.Free(pkInst);
}

void CInstanceBase::SetMainInstance()
{
	CPythonCharacterManager& rkChrMgr=CPythonCharacterManager::Instance();

	DWORD dwVID=GetVirtualID();
	rkChrMgr.SetMainInstance(dwVID);

	m_GraphicThingInstance.SetMainInstance();
}

CInstanceBase* CInstanceBase::__GetMainInstancePtr()
{
	CPythonCharacterManager& rkChrMgr=CPythonCharacterManager::Instance();
	return rkChrMgr.GetMainInstancePtr();
}

void CInstanceBase::__ClearMainInstance()
{
	CPythonCharacterManager& rkChrMgr=CPythonCharacterManager::Instance();
	rkChrMgr.ClearMainInstance();
}

/* 실제 플레이어 캐릭터인지 조사.*/
bool CInstanceBase::__IsMainInstance()
{
	if (this==__GetMainInstancePtr())
		return true;

	return false;
}

bool CInstanceBase::__IsExistMainInstance()
{
	if(__GetMainInstancePtr())
		return true;
	else
		return false;
}

bool CInstanceBase::__MainCanSeeHiddenThing()
{
	return false;
//	CInstanceBase * pInstance = __GetMainInstancePtr();
//	return pInstance->IsAffect(AFFECT_GAMJI);
}

float CInstanceBase::__GetBowRange()
{
	float fRange = 2500.0f - 100.0f;

	if (__IsMainInstance())
	{
		IAbstractPlayer& rPlayer=IAbstractPlayer::GetSingleton();
		fRange += float(rPlayer.GetStatus(POINT_BOW_DISTANCE));
	}

	return fRange;
}

CInstanceBase* CInstanceBase::__FindInstancePtr(DWORD dwVID)
{
	CPythonCharacterManager& rkChrMgr=CPythonCharacterManager::Instance();
	return rkChrMgr.GetInstancePtr(dwVID);
}

bool CInstanceBase::__FindRaceType(DWORD dwRace, BYTE* pbType)
{
	CPythonNonPlayer& rkNonPlayer=CPythonNonPlayer::Instance();
	return rkNonPlayer.GetInstanceType(dwRace, pbType);
}

bool CInstanceBase::Create(const SCreateData& c_rkCreateData)
{
	IAbstractApplication::GetSingleton().SkipRenderBuffering(300);

	SetInstanceType(c_rkCreateData.m_bType);

#ifdef NEW_PET_SYSTEM
	if (!SetRace(c_rkCreateData.m_dwRace))
		return false;

	if(c_rkCreateData.m_dwRace == 34041 || c_rkCreateData.m_dwRace == 34045 || c_rkCreateData.m_dwRace == 34049 || c_rkCreateData.m_dwRace == 34053 || c_rkCreateData.m_dwRace == 34036 || c_rkCreateData.m_dwRace == 34064)
	{
		if(c_rkCreateData.m_dwLevel >= 81)
			SetRace(c_rkCreateData.m_dwRace+1);
	}
#else
	if (!SetRace(c_rkCreateData.m_dwRace))
		return false;
#endif

	SetVirtualID(c_rkCreateData.m_dwVID);

	if (c_rkCreateData.m_isMain)
		SetMainInstance();

	if (IsGuildWall())
	{
		unsigned center_x;
		unsigned center_y;

		c_rkCreateData.m_kAffectFlags.ConvertToPosition(&center_x, &center_y);
		
		float center_z = __GetBackgroundHeight(center_x, center_y);
		NEW_SetPixelPosition(TPixelPosition(float(c_rkCreateData.m_lPosX), float(c_rkCreateData.m_lPosY), center_z));
	}
	else
	{
		SCRIPT_SetPixelPosition(float(c_rkCreateData.m_lPosX), float(c_rkCreateData.m_lPosY));
	}	

	if (0 != c_rkCreateData.m_dwMountVnum)
		MountHorse(c_rkCreateData.m_dwMountVnum);

	SetArmor(c_rkCreateData.m_dwArmor);

	if (IsPC())
	{
		SetHair(c_rkCreateData.m_dwHair);
#ifdef ENABLE_SASH_SYSTEM
		SetSash(c_rkCreateData.m_dwSash);
#endif
#ifdef ENABLE_NEW_ARROW_SYSTEM
		SetWeapon(c_rkCreateData.m_dwWeapon, c_rkCreateData.m_dwArrowType, c_rkCreateData.m_lWeaponRarity);
#else
		SetWeapon(c_rkCreateData.m_dwWeapon, c_rkCreateData.m_lWeaponRarity);
#endif
	}

	__Create_SetName(c_rkCreateData);

	m_dwLevel = c_rkCreateData.m_dwLevel;
#if defined(WJ_SHOW_MOB_INFO)
	m_dwAIFlag = c_rkCreateData.m_dwAIFlag;
#endif
	m_dwGuildID = c_rkCreateData.m_dwGuildID;
	m_dwGuildAuth = c_rkCreateData.m_dwGuildAuth;
	m_dwEmpireID = c_rkCreateData.m_dwEmpireID;
	m_lWeaponRarity = c_rkCreateData.m_lWeaponRarity;

	SetVirtualNumber(c_rkCreateData.m_dwRace);
	SetRotation(c_rkCreateData.m_fRot);

	SetAlignment(c_rkCreateData.m_sAlignment);
#ifdef NEW_PET_SYSTEM
	SetLevelText(c_rkCreateData.m_dwLevel);
#endif
	SetPKMode(c_rkCreateData.m_byPKMode);

	SetMoveSpeed(c_rkCreateData.m_dwMovSpd);
	SetAttackSpeed(c_rkCreateData.m_dwAtkSpd);

#ifdef NEW_PET_SYSTEM
 if (!IsPC()){
  float scale = 1.0f;
  if (m_dwRace >= 34041 && m_dwRace <= 34065){
   scale = c_rkCreateData.m_dwLevel * 0.006f + 0.78f;
   if (c_rkCreateData.m_dwLevel == 120){ scale = 2.0f; }}
  if (m_dwRace == 6420){scale=1.7f;}
  if (m_dwRace == 20419){scale=1.5f;}
  if (m_dwRace == 20421){scale=1.5f;}
  m_GraphicThingInstance.SetScale(scale, scale, scale, true);

  //if (m_dwRace >= 34041 && m_dwRace <= 34062){float scale = c_rkCreateData.m_dwLevel * 0.005f + 0.75f;m_GraphicThingInstance.SetScale(scale, scale, scale, true); }
  //else if (m_dwRace == 6420){m_GraphicThingInstance.SetScale(2.0f, 2.0f, 2.0f, true);}
  //else{m_GraphicThingInstance.SetScale(1.0f, 1.0f, 1.0f, true);}
 }
#endif

// #ifdef NEW_PET_SYSTEM
	// if(m_dwRace == 34041 ||m_dwRace == 34045 || m_dwRace == 34049 ||m_dwRace == 34053){
		// float scale = c_rkCreateData.m_dwLevel * 0.1f + 0.85f;
		// m_GraphicThingInstance.SetScale(scale, scale, scale,true);}
	// else{
	// float scale = 1.0f;
	// m_GraphicThingInstance.SetScale(scale, scale, scale,true);}
// #endif

	// NOTE : Dress 를 입고 있으면 Alpha 를 넣지 않는다.
	if (!IsWearingDress())
	{
		// NOTE : 반드시 Affect 셋팅 윗쪽에 있어야 함
		m_GraphicThingInstance.SetAlphaValue(0.0f);
		m_GraphicThingInstance.BlendAlphaValue(1.0f, 0.5f);
	}

	if (!IsGuildWall())
	{
		SetAffectFlagContainer(c_rkCreateData.m_kAffectFlags);
	}	

	// NOTE : 반드시 Affect 셋팅 후에 해야 함
	AttachTextTail();
	RefreshTextTail();

	if (c_rkCreateData.m_dwStateFlags & ADD_CHARACTER_STATE_SPAWN) 
	{
		if (IsAffect(AFFECT_SPAWN))
			__AttachEffect(EFFECT_SPAWN_APPEAR);

		if (IsPC())
		{
			Refresh(CRaceMotionData::NAME_WAIT, true);
		}
		else
		{
			Refresh(CRaceMotionData::NAME_SPAWN, false);
		}
	}
	else
	{
		Refresh(CRaceMotionData::NAME_WAIT, true);
	}

	__AttachEmpireEffect(c_rkCreateData.m_dwEmpireID);

	RegisterBoundingSphere();

	if (c_rkCreateData.m_dwStateFlags & ADD_CHARACTER_STATE_DEAD)
		m_GraphicThingInstance.DieEnd();

	SetStateFlags(c_rkCreateData.m_dwStateFlags);

	m_GraphicThingInstance.SetBattleHitEffect(ms_adwCRCAffectEffect[EFFECT_HIT]);

	if (!IsPC())
	{
		DWORD dwBodyColor = CPythonNonPlayer::Instance().GetMonsterColor(c_rkCreateData.m_dwRace);
		if (0 != dwBodyColor)
		{
			SetModulateRenderMode();
			SetAddColor(dwBodyColor);
		}
	}

	__AttachHorseSaddle();

	// 길드 심볼을 위한 임시 코드, 적정 위치를 찾는 중
	const int c_iGuildSymbolRace = 14200;
	if (c_iGuildSymbolRace == GetRace())
	{
		std::string strFileName = GetGuildSymbolFileName(m_dwGuildID);
		if (IsFile(strFileName.c_str()))
			m_GraphicThingInstance.ChangeMaterial(strFileName.c_str());
	}

	return true;
}


void CInstanceBase::__Create_SetName(const SCreateData& c_rkCreateData)
{
	if (IsGoto())
	{
		SetNameString("", 0);
		return;
	}
	if (IsWarp())
	{
		__Create_SetWarpName(c_rkCreateData);
		return;
	}

	SetNameString(c_rkCreateData.m_stName.c_str(), c_rkCreateData.m_stName.length());
}

void CInstanceBase::__Create_SetWarpName(const SCreateData& c_rkCreateData)
{
	const char * c_szName;
	if (CPythonNonPlayer::Instance().GetName(c_rkCreateData.m_dwRace, &c_szName))
	{
		std::string strName = c_szName;
		int iFindingPos = strName.find_first_of(" ", 0);
		if (iFindingPos > 0)
		{
			strName.resize(iFindingPos);
		}
		SetNameString(strName.c_str(), strName.length());
	}
	else
	{
		SetNameString(c_rkCreateData.m_stName.c_str(), c_rkCreateData.m_stName.length());
	}
}

void CInstanceBase::SetNameString(const char* c_szName, int len)
{
	m_stName.assign(c_szName, len);
}


bool CInstanceBase::SetRace(DWORD eRace)
{
	m_dwRace = eRace;

	if (!m_GraphicThingInstance.SetRace(eRace))
		return false;

	if (!__FindRaceType(m_dwRace, &m_eRaceType))
		m_eRaceType=CActorInstance::TYPE_PC;

	return true;
}

BOOL CInstanceBase::__IsChangableWeapon(int iWeaponID)
{	
	// 드레스 입고 있을때는 부케외의 장비는 나오지 않게..
	if (IsWearingDress())
	{
		const int c_iBouquets[] =
		{
			50201,	// Bouquet for Assassin
			50202,	// Bouquet for Shaman
			50203,
			50204,
			0, // #0000545: [M2CN] 웨딩 드레스와 장비 착용 문제
		};

		for (int i = 0; c_iBouquets[i] != 0; ++i)
			if (iWeaponID == c_iBouquets[i])
				return true;

		return false;
	}
	else
		return true;
}

BOOL CInstanceBase::IsWearingDress()
{
	const int c_iWeddingDressShape = 201;
	return c_iWeddingDressShape == m_eShape;
}

BOOL CInstanceBase::IsHoldingPickAxe()
{
	const int c_iPickAxeStart = 29101;
	const int c_iPickAxeEnd = 29110;
	return m_awPart[CRaceData::PART_WEAPON] >= c_iPickAxeStart && m_awPart[CRaceData::PART_WEAPON] <= c_iPickAxeEnd;
}

BOOL CInstanceBase::IsNewMount()
{
	return m_kHorse.IsNewMount();
}

BOOL CInstanceBase::IsMountingHorse()
{
	return m_kHorse.IsMounting();
}

void CInstanceBase::MountHorse(UINT eRace)
{
	m_kHorse.Destroy();
	m_kHorse.Create(m_GraphicThingInstance.NEW_GetCurPixelPositionRef(), eRace, ms_adwCRCAffectEffect[EFFECT_HIT]);

	SetMotionMode(CRaceMotionData::MODE_HORSE);	
	SetRotationSpeed(c_fDefaultHorseRotationSpeed);

	m_GraphicThingInstance.MountHorse(m_kHorse.GetActorPtr());
	m_GraphicThingInstance.Stop();
	m_GraphicThingInstance.RefreshActorInstance();
}

void CInstanceBase::DismountHorse()
{
	m_kHorse.Destroy();
}

void CInstanceBase::GetInfo(std::string* pstInfo)
{
	char szInfo[256];
	sprintf(szInfo, "Inst - UC %d, RC %d Pool - %d ", 
		ms_dwUpdateCounter, 
		ms_dwRenderCounter,
		ms_kPool.GetCapacity()
	);

	pstInfo->append(szInfo);
}

void CInstanceBase::ResetPerformanceCounter()
{
	ms_dwUpdateCounter=0;
	ms_dwRenderCounter=0;
	ms_dwDeformCounter=0;
}

bool CInstanceBase::NEW_IsLastPixelPosition()
{
	return m_GraphicThingInstance.IsPushing();
}

const TPixelPosition& CInstanceBase::NEW_GetLastPixelPositionRef()
{
	return m_GraphicThingInstance.NEW_GetLastPixelPositionRef();
}

void CInstanceBase::NEW_SetDstPixelPositionZ(FLOAT z)
{
	m_GraphicThingInstance.NEW_SetDstPixelPositionZ(z);
}

void CInstanceBase::NEW_SetDstPixelPosition(const TPixelPosition& c_rkPPosDst)
{
	m_GraphicThingInstance.NEW_SetDstPixelPosition(c_rkPPosDst);
}

void CInstanceBase::NEW_SetSrcPixelPosition(const TPixelPosition& c_rkPPosSrc)
{
	m_GraphicThingInstance.NEW_SetSrcPixelPosition(c_rkPPosSrc);
}

const TPixelPosition& CInstanceBase::NEW_GetCurPixelPositionRef()
{
	return m_GraphicThingInstance.NEW_GetCurPixelPositionRef();	
}

const TPixelPosition& CInstanceBase::NEW_GetDstPixelPositionRef()
{
	return m_GraphicThingInstance.NEW_GetDstPixelPositionRef();
}

const TPixelPosition& CInstanceBase::NEW_GetSrcPixelPositionRef()
{
	return m_GraphicThingInstance.NEW_GetSrcPixelPositionRef();
}

/////////////////////////////////////////////////////////////////////////////////////////////////
void CInstanceBase::OnSyncing()
{
	m_GraphicThingInstance.__OnSyncing();
}

void CInstanceBase::OnWaiting()
{
	m_GraphicThingInstance.__OnWaiting();
}

void CInstanceBase::OnMoving()
{
	m_GraphicThingInstance.__OnMoving();
}

void CInstanceBase::ChangeGuild(DWORD dwGuildID, DWORD dwGuildAuth)
{
	m_dwGuildID=dwGuildID;
	m_dwGuildAuth=dwGuildAuth;

	DetachTextTail();
	AttachTextTail();
	RefreshTextTail();
}

DWORD CInstanceBase::GetPart(CRaceData::EParts part)
{
	assert(part >= 0 && part < CRaceData::PART_MAX_NUM);
	return m_awPart[part];
}

DWORD CInstanceBase::GetShape()
{
	return m_eShape;
}

bool CInstanceBase::CanAct()
{
	return m_GraphicThingInstance.CanAct();
}

bool CInstanceBase::CanMove()
{
	return m_GraphicThingInstance.CanMove();
}

bool CInstanceBase::CanUseSkill()
{
	if (IsPoly())
		return false;

	if (IsWearingDress())
		return false;

	if (IsHoldingPickAxe())
		return false;

	if (!m_kHorse.CanUseSkill())
		return false;

	if (!m_GraphicThingInstance.CanUseSkill())
		return false;

	return true;
}

bool CInstanceBase::CanAttack()
{
	if (!m_kHorse.CanAttack())
		return false;

	if (IsWearingDress())
		return false;

	if (IsHoldingPickAxe())
		return false;
	
	return m_GraphicThingInstance.CanAttack();
}



bool CInstanceBase::CanFishing()
{
	return m_GraphicThingInstance.CanFishing();
}


BOOL CInstanceBase::IsBowMode()
{
	return m_GraphicThingInstance.IsBowMode();
}

BOOL CInstanceBase::IsHandMode()
{
	return m_GraphicThingInstance.IsHandMode();
}

BOOL CInstanceBase::IsFishingMode()
{
	if (CRaceMotionData::MODE_FISHING == m_GraphicThingInstance.GetMotionMode())
		return true;

	return false;
}

BOOL CInstanceBase::IsFishing()
{
	return m_GraphicThingInstance.IsFishing();
}

BOOL CInstanceBase::IsDead()
{
	return m_GraphicThingInstance.IsDead();
}

BOOL CInstanceBase::IsStun()
{
	return m_GraphicThingInstance.IsStun();
}

BOOL CInstanceBase::IsSleep()
{
	return m_GraphicThingInstance.IsSleep();
}


BOOL CInstanceBase::__IsSyncing()
{
	return m_GraphicThingInstance.__IsSyncing();
}



void CInstanceBase::NEW_SetOwner(DWORD dwVIDOwner)
{
	m_GraphicThingInstance.SetOwner(dwVIDOwner);
}

float CInstanceBase::GetLocalTime()
{
	return m_GraphicThingInstance.GetLocalTime();
}


void CInstanceBase::PushUDPState(DWORD dwCmdTime, const TPixelPosition& c_rkPPosDst, float fDstRot, UINT eFunc, UINT uArg)
{
}

DWORD	ELTimer_GetServerFrameMSec();

void CInstanceBase::PushTCPStateExpanded(DWORD dwCmdTime, const TPixelPosition& c_rkPPosDst, float fDstRot, UINT eFunc, UINT uArg, UINT uTargetVID)
{
	SCommand kCmdNew;
	kCmdNew.m_kPPosDst = c_rkPPosDst;
	kCmdNew.m_dwChkTime = dwCmdTime+100;
	kCmdNew.m_dwCmdTime = dwCmdTime;
	kCmdNew.m_fDstRot = fDstRot;
	kCmdNew.m_eFunc = eFunc;
	kCmdNew.m_uArg = uArg;
	kCmdNew.m_uTargetVID = uTargetVID;
	m_kQue_kCmdNew.push_back(kCmdNew);
}

void CInstanceBase::PushTCPState(DWORD dwCmdTime, const TPixelPosition& c_rkPPosDst, float fDstRot, UINT eFunc, UINT uArg)
{	
	if (__IsMainInstance())
	{
		//assert(!"CInstanceBase::PushTCPState 플레이어 자신에게 이동패킷은 오면 안된다!");
		TraceError("CInstanceBase::PushTCPState 플레이어 자신에게 이동패킷은 오면 안된다!");
		return;
	}

	int nNetworkGap=ELTimer_GetServerFrameMSec()-dwCmdTime;
	
	m_nAverageNetworkGap=(m_nAverageNetworkGap*70+nNetworkGap*30)/100;
	
	/*
	if (m_dwBaseCmdTime == 0)
	{
		m_dwBaseChkTime = ELTimer_GetFrameMSec()-nNetworkGap;
		m_dwBaseCmdTime = dwCmdTime;

		Tracenf("VID[%d] 네트웍갭 [%d]", GetVirtualID(), nNetworkGap);
	}
	*/

	//m_dwBaseChkTime-m_dwBaseCmdTime+ELTimer_GetServerMSec();

	SCommand kCmdNew;
	kCmdNew.m_kPPosDst = c_rkPPosDst;
	kCmdNew.m_dwChkTime = dwCmdTime+m_nAverageNetworkGap;//m_dwBaseChkTime + (dwCmdTime - m_dwBaseCmdTime);// + nNetworkGap;
	kCmdNew.m_dwCmdTime = dwCmdTime;
	kCmdNew.m_fDstRot = fDstRot;
	kCmdNew.m_eFunc = eFunc;
	kCmdNew.m_uArg = uArg;
	m_kQue_kCmdNew.push_back(kCmdNew);

	//int nApplyGap=kCmdNew.m_dwChkTime-ELTimer_GetServerFrameMSec();

	//if (nApplyGap<-500 || nApplyGap>500)
	//	Tracenf("VID[%d] NAME[%s] 네트웍갭 [cur:%d ave:%d] 작동시간 (%d)", GetVirtualID(), GetNameString(), nNetworkGap, m_nAverageNetworkGap, nApplyGap);
}

/*
CInstanceBase::TStateQueue::iterator CInstanceBase::FindSameState(TStateQueue& rkQuekStt, DWORD dwCmdTime, UINT eFunc, UINT uArg)
{
	TStateQueue::iterator i=rkQuekStt.begin();
	while (rkQuekStt.end()!=i)
	{
		SState& rkSttEach=*i;
		if (rkSttEach.m_dwCmdTime==dwCmdTime)
			if (rkSttEach.m_eFunc==eFunc)
				if (rkSttEach.m_uArg==uArg)
					break;
		++i;
	}

	return i;
}
*/

BOOL CInstanceBase::__CanProcessNetworkStatePacket()
{
	if (m_GraphicThingInstance.IsDead())
		return FALSE;
	if (m_GraphicThingInstance.IsKnockDown())
		return FALSE;
	if (m_GraphicThingInstance.IsUsingSkill())
		if (!m_GraphicThingInstance.CanCancelSkill())
			return FALSE;

	return TRUE;
}

BOOL CInstanceBase::__IsEnableTCPProcess(UINT eCurFunc)
{
	if (m_GraphicThingInstance.IsActEmotion())
	{
		return FALSE;
	}

	if (!m_bEnableTCPState)
	{
		if (FUNC_EMOTION != eCurFunc)
		{
			return FALSE;
		}
	}

	return TRUE;
}

void CInstanceBase::StateProcess()
{	
	while (1)
	{
		if (m_kQue_kCmdNew.empty())
			return;	

		DWORD dwDstChkTime = m_kQue_kCmdNew.front().m_dwChkTime;
		DWORD dwCurChkTime = ELTimer_GetServerFrameMSec();	

		if (dwCurChkTime < dwDstChkTime)
			return;

		SCommand kCmdTop = m_kQue_kCmdNew.front();
		m_kQue_kCmdNew.pop_front();	

		TPixelPosition kPPosDst = kCmdTop.m_kPPosDst;
		//DWORD dwCmdTime = kCmdTop.m_dwCmdTime;	
		FLOAT fRotDst = kCmdTop.m_fDstRot;
		UINT eFunc = kCmdTop.m_eFunc;
		UINT uArg = kCmdTop.m_uArg;
		UINT uVID = GetVirtualID();	
		UINT uTargetVID = kCmdTop.m_uTargetVID;

		TPixelPosition kPPosCur;
		NEW_GetPixelPosition(&kPPosCur);

		/*
		if (IsPC())
			Tracenf("%d cmd: vid=%d[%s] func=%d arg=%d  curPos=(%f, %f) dstPos=(%f, %f) rot=%f (time %d)", 
			ELTimer_GetMSec(),
			uVID, m_stName.c_str(), eFunc, uArg, 
			kPPosCur.x, kPPosCur.y,
			kPPosDst.x, kPPosDst.y, fRotDst, dwCmdTime-m_dwBaseCmdTime);
		*/

		TPixelPosition kPPosDir = kPPosDst - kPPosCur;
		float fDirLen = (float)sqrt(kPPosDir.x * kPPosDir.x + kPPosDir.y * kPPosDir.y);

		//Tracenf("거리 %f", fDirLen);

		if (!__CanProcessNetworkStatePacket())
		{
			Lognf(0, "vid=%d 움직일 수 없는 상태라 스킵 IsDead=%d, IsKnockDown=%d", uVID, m_GraphicThingInstance.IsDead(), m_GraphicThingInstance.IsKnockDown());
			return;
		}

		if (!__IsEnableTCPProcess(eFunc))
		{
			return;
		}

		switch (eFunc)
		{
			case FUNC_WAIT:
			{
				//Tracenf("%s (%f, %f) -> (%f, %f) 남은거리 %f", GetNameString(), kPPosCur.x, kPPosCur.y, kPPosDst.x, kPPosDst.y, fDirLen);
				if (fDirLen > 1.0f)
				{
					//NEW_GetSrcPixelPositionRef() = kPPosCur;
					//NEW_GetDstPixelPositionRef() = kPPosDst;
					NEW_SetSrcPixelPosition(kPPosCur);
					NEW_SetDstPixelPosition(kPPosDst);

					__EnableSkipCollision();

					m_fDstRot = fRotDst;
					m_isGoing = TRUE;

					m_kMovAfterFunc.eFunc = FUNC_WAIT;

					if (!IsWalking())
						StartWalking();

					//Tracen("목표정지");
				}
				else
				{
					//Tracen("현재 정지");

					m_isGoing = FALSE;

					if (!IsWaiting())
						EndWalking();

					SCRIPT_SetPixelPosition(kPPosDst.x, kPPosDst.y);
					SetAdvancingRotation(fRotDst);
					SetRotation(fRotDst);
				}
				break;
			}

			case FUNC_MOVE:
			{
				//NEW_GetSrcPixelPositionRef() = kPPosCur;
				//NEW_GetDstPixelPositionRef() = kPPosDst;
				NEW_SetSrcPixelPosition(kPPosCur);
				NEW_SetDstPixelPosition(kPPosDst);
				m_fDstRot = fRotDst;
				m_isGoing = TRUE;
				__EnableSkipCollision();
				//m_isSyncMov = TRUE;

				m_kMovAfterFunc.eFunc = FUNC_MOVE;

				if (!IsWalking())
				{
					//Tracen("걷고 있지 않아 걷기 시작");
					StartWalking();
				}
				else
				{
					//Tracen("이미 걷는중 ");
				}
				break;
			}

			case FUNC_COMBO:
			{
				if (fDirLen >= 50.0f)
				{
					NEW_SetSrcPixelPosition(kPPosCur);
					NEW_SetDstPixelPosition(kPPosDst);
					m_fDstRot=fRotDst;
					m_isGoing = TRUE;
					__EnableSkipCollision();

					m_kMovAfterFunc.eFunc = FUNC_COMBO;
					m_kMovAfterFunc.uArg = uArg;

					if (!IsWalking())
						StartWalking();
				}
				else
				{
					//Tracen("대기 공격 정지");

					m_isGoing = FALSE;

					if (IsWalking())
						EndWalking();

					SCRIPT_SetPixelPosition(kPPosDst.x, kPPosDst.y);
					RunComboAttack(fRotDst, uArg);
				}
				break;
			}

			case FUNC_ATTACK:
			{
				if (fDirLen>=50.0f)
				{
					//NEW_GetSrcPixelPositionRef() = kPPosCur;
					//NEW_GetDstPixelPositionRef() = kPPosDst;
					NEW_SetSrcPixelPosition(kPPosCur);
					NEW_SetDstPixelPosition(kPPosDst);
					m_fDstRot = fRotDst;
					m_isGoing = TRUE;
					__EnableSkipCollision();
					//m_isSyncMov = TRUE;

					m_kMovAfterFunc.eFunc = FUNC_ATTACK;

					if (!IsWalking())
						StartWalking();

					//Tracen("너무 멀어서 이동 후 공격");
				}
				else
				{
					//Tracen("노말 공격 정지");

					m_isGoing = FALSE;

					if (IsWalking())
						EndWalking();

					SCRIPT_SetPixelPosition(kPPosDst.x, kPPosDst.y);
					BlendRotation(fRotDst);

					RunNormalAttack(fRotDst);

					//Tracen("가깝기 때문에 워프 공격");
				}
				break;
			}

			case FUNC_MOB_SKILL:
			{
				if (fDirLen >= 50.0f)
				{
					NEW_SetSrcPixelPosition(kPPosCur);
					NEW_SetDstPixelPosition(kPPosDst);
					m_fDstRot = fRotDst;
					m_isGoing = TRUE;
					__EnableSkipCollision();

					m_kMovAfterFunc.eFunc = FUNC_MOB_SKILL;
					m_kMovAfterFunc.uArg = uArg;

					if (!IsWalking())
						StartWalking();
				}
				else
				{
					m_isGoing = FALSE;

					if (IsWalking())
						EndWalking();

					SCRIPT_SetPixelPosition(kPPosDst.x, kPPosDst.y);
					BlendRotation(fRotDst);

					m_GraphicThingInstance.InterceptOnceMotion(CRaceMotionData::NAME_SPECIAL_1 + uArg);
				}
				break;
			}

			case FUNC_EMOTION:
			{
				if (fDirLen>100.0f)
				{
					NEW_SetSrcPixelPosition(kPPosCur);
					NEW_SetDstPixelPosition(kPPosDst);
					m_fDstRot = fRotDst;
					m_isGoing = TRUE;

					if (__IsMainInstance())
						__EnableSkipCollision();

					m_kMovAfterFunc.eFunc = FUNC_EMOTION;
					m_kMovAfterFunc.uArg = uArg;
					m_kMovAfterFunc.uArgExpanded = uTargetVID;
					m_kMovAfterFunc.kPosDst = kPPosDst;

					if (!IsWalking())
						StartWalking();
				}
				else
				{
					__ProcessFunctionEmotion(uArg, uTargetVID, kPPosDst);
				}
				break;
			}

			default:
			{
				if (eFunc & FUNC_SKILL)
				{
					if (fDirLen >= 50.0f)
					{
						//NEW_GetSrcPixelPositionRef() = kPPosCur;
						//NEW_GetDstPixelPositionRef() = kPPosDst;
						NEW_SetSrcPixelPosition(kPPosCur);
						NEW_SetDstPixelPosition(kPPosDst);
						m_fDstRot = fRotDst;
						m_isGoing = TRUE;
						//m_isSyncMov = TRUE;
						__EnableSkipCollision();

						m_kMovAfterFunc.eFunc = eFunc;
						m_kMovAfterFunc.uArg = uArg;

						if (!IsWalking())
							StartWalking();

						//Tracen("너무 멀어서 이동 후 공격");
					}
					else
					{
						//Tracen("스킬 정지");

						m_isGoing = FALSE;

						if (IsWalking())
							EndWalking();

						SCRIPT_SetPixelPosition(kPPosDst.x, kPPosDst.y);
						SetAdvancingRotation(fRotDst);
						SetRotation(fRotDst);

						NEW_UseSkill(0, eFunc & 0x7f, uArg&0x0f, (uArg>>4) ? true : false);
						//Tracen("가깝기 때문에 워프 공격");
					}
				}
				break;
			}
		}
	}
}


void CInstanceBase::MovementProcess()
{
	TPixelPosition kPPosCur;
	NEW_GetPixelPosition(&kPPosCur);

	// 렌더링 좌표계이므로 y를 -화해서 더한다.

	TPixelPosition kPPosNext;
	{
		const D3DXVECTOR3 & c_rkV3Mov = m_GraphicThingInstance.GetMovementVectorRef();

		kPPosNext.x = kPPosCur.x + (+c_rkV3Mov.x);
		kPPosNext.y = kPPosCur.y + (-c_rkV3Mov.y);
		kPPosNext.z = kPPosCur.z + (+c_rkV3Mov.z);
	}

	TPixelPosition kPPosDeltaSC = kPPosCur - NEW_GetSrcPixelPositionRef();
	TPixelPosition kPPosDeltaSN = kPPosNext - NEW_GetSrcPixelPositionRef();
	TPixelPosition kPPosDeltaSD = NEW_GetDstPixelPositionRef() - NEW_GetSrcPixelPositionRef();

	float fCurLen = sqrtf(kPPosDeltaSC.x * kPPosDeltaSC.x + kPPosDeltaSC.y * kPPosDeltaSC.y);
	float fNextLen = sqrtf(kPPosDeltaSN.x * kPPosDeltaSN.x + kPPosDeltaSN.y * kPPosDeltaSN.y);
	float fTotalLen = sqrtf(kPPosDeltaSD.x * kPPosDeltaSD.x + kPPosDeltaSD.y * kPPosDeltaSD.y);
	float fRestLen = fTotalLen - fCurLen;

	if (__IsMainInstance())
	{
		if (m_isGoing && IsWalking())
		{
			float fDstRot = NEW_GetAdvancingRotationFromPixelPosition(NEW_GetSrcPixelPositionRef(), NEW_GetDstPixelPositionRef());

			SetAdvancingRotation(fDstRot);

			if (fRestLen<=0.0)
			{
				if (IsWalking())
					EndWalking();

				//Tracen("목표 도달 정지");

				m_isGoing = FALSE;

				BlockMovement();

				if (FUNC_EMOTION == m_kMovAfterFunc.eFunc)
				{
					DWORD dwMotionNumber = m_kMovAfterFunc.uArg;
					DWORD dwTargetVID = m_kMovAfterFunc.uArgExpanded;
					__ProcessFunctionEmotion(dwMotionNumber, dwTargetVID, m_kMovAfterFunc.kPosDst);
					m_kMovAfterFunc.eFunc = FUNC_WAIT;
					return;
				}
			}
		}
	}
	else
	{
		if (m_isGoing && IsWalking())
		{
			float fDstRot = NEW_GetAdvancingRotationFromPixelPosition(NEW_GetSrcPixelPositionRef(), NEW_GetDstPixelPositionRef());

			SetAdvancingRotation(fDstRot);

			// 만약 렌턴시가 늦어 너무 많이 이동했다면..
			if (fRestLen < -100.0f)
			{
				NEW_SetSrcPixelPosition(kPPosCur);

				float fDstRot = NEW_GetAdvancingRotationFromPixelPosition(kPPosCur, NEW_GetDstPixelPositionRef());
				SetAdvancingRotation(fDstRot);
				//Tracenf("VID %d 오버 방향설정 (%f, %f) %f rest %f", GetVirtualID(), kPPosCur.x, kPPosCur.y, fDstRot, fRestLen);			

				// 이동중이라면 다음번에 멈추게 한다
				if (FUNC_MOVE == m_kMovAfterFunc.eFunc)
				{
					m_kMovAfterFunc.eFunc = FUNC_WAIT;
				}
			}
			// 도착했다면...
			else if (fCurLen <= fTotalLen && fTotalLen <= fNextLen)
			{
				if (m_GraphicThingInstance.IsDead() || m_GraphicThingInstance.IsKnockDown())
				{
					__DisableSkipCollision();

					//Tracen("사망 상태라 동작 스킵");

					m_isGoing = FALSE;

					//Tracen("행동 불능 상태라 이후 동작 스킵");
				}
				else
				{
					switch (m_kMovAfterFunc.eFunc)
					{
						case FUNC_ATTACK:
						{
							if (IsWalking())
								EndWalking();

							__DisableSkipCollision();
							m_isGoing = FALSE;

							BlockMovement();
							SCRIPT_SetPixelPosition(NEW_GetDstPixelPositionRef().x, NEW_GetDstPixelPositionRef().y);
							SetAdvancingRotation(m_fDstRot);
							SetRotation(m_fDstRot);

							RunNormalAttack(m_fDstRot);
							break;
						}

						case FUNC_COMBO:
						{
							if (IsWalking())
								EndWalking();

							__DisableSkipCollision();
							m_isGoing = FALSE;

							BlockMovement();
							SCRIPT_SetPixelPosition(NEW_GetDstPixelPositionRef().x, NEW_GetDstPixelPositionRef().y);
							RunComboAttack(m_fDstRot, m_kMovAfterFunc.uArg);
							break;
						}

						case FUNC_EMOTION:
						{
							m_isGoing = FALSE;
							m_kMovAfterFunc.eFunc = FUNC_WAIT;
							__DisableSkipCollision();
							BlockMovement();

							DWORD dwMotionNumber = m_kMovAfterFunc.uArg;
							DWORD dwTargetVID = m_kMovAfterFunc.uArgExpanded;
							__ProcessFunctionEmotion(dwMotionNumber, dwTargetVID, m_kMovAfterFunc.kPosDst);
							break;
						}

						case FUNC_MOVE:
						{
							break;
						}

						case FUNC_MOB_SKILL:
						{
							if (IsWalking())
								EndWalking();

							__DisableSkipCollision();
							m_isGoing = FALSE;

							BlockMovement();
							SCRIPT_SetPixelPosition(NEW_GetDstPixelPositionRef().x, NEW_GetDstPixelPositionRef().y);
							SetAdvancingRotation(m_fDstRot);
							SetRotation(m_fDstRot);

							m_GraphicThingInstance.InterceptOnceMotion(CRaceMotionData::NAME_SPECIAL_1 + m_kMovAfterFunc.uArg);
							break;
						}

						default:
						{
							if (m_kMovAfterFunc.eFunc & FUNC_SKILL)
							{
								SetAdvancingRotation(m_fDstRot);
								BlendRotation(m_fDstRot);
								NEW_UseSkill(0, m_kMovAfterFunc.eFunc & 0x7f, m_kMovAfterFunc.uArg&0x0f, (m_kMovAfterFunc.uArg>>4) ? true : false);
							}
							else
							{
								//Tracenf("VID %d 스킬 공격 (%f, %f) rot %f", GetVirtualID(), NEW_GetDstPixelPositionRef().x, NEW_GetDstPixelPositionRef().y, m_fDstRot);

								__DisableSkipCollision();
								m_isGoing = FALSE;

								BlockMovement();
								SCRIPT_SetPixelPosition(NEW_GetDstPixelPositionRef().x, NEW_GetDstPixelPositionRef().y);
								SetAdvancingRotation(m_fDstRot);
								BlendRotation(m_fDstRot);
								if (!IsWaiting())
								{
									EndWalking();
								}

								//Tracenf("VID %d 정지 (%f, %f) rot %f IsWalking %d", GetVirtualID(), NEW_GetDstPixelPositionRef().x, NEW_GetDstPixelPositionRef().y, m_fDstRot, IsWalking());
							}
							break;
						}
					}

				}
			}

		}
	}

	if (IsWalking() || m_GraphicThingInstance.IsUsingMovingSkill())
	{
		float fRotation = m_GraphicThingInstance.GetRotation();
		float fAdvancingRotation = m_GraphicThingInstance.GetAdvancingRotation();
		int iDirection = GetRotatingDirection(fRotation, fAdvancingRotation);

		if (DEGREE_DIRECTION_SAME != m_iRotatingDirection)
		{
			if (DEGREE_DIRECTION_LEFT == iDirection)
			{
				fRotation = fmodf(fRotation + m_fRotSpd*m_GraphicThingInstance.GetSecondElapsed(), 360.0f);
			}
			else if (DEGREE_DIRECTION_RIGHT == iDirection)
			{
				fRotation = fmodf(fRotation - m_fRotSpd*m_GraphicThingInstance.GetSecondElapsed() + 360.0f, 360.0f);
			}

			if (m_iRotatingDirection != GetRotatingDirection(fRotation, fAdvancingRotation))
			{
				m_iRotatingDirection = DEGREE_DIRECTION_SAME;
				fRotation = fAdvancingRotation;
			}

			m_GraphicThingInstance.SetRotation(fRotation);
		}

		if (__IsInDustRange())
		{ 
			float fDustDistance = NEW_GetDistanceFromDestPixelPosition(m_kPPosDust);
			if (IsMountingHorse())
			{
				if (fDustDistance > ms_fHorseDustGap)
				{
					NEW_GetPixelPosition(&m_kPPosDust);
					__AttachEffect(EFFECT_HORSE_DUST);
				}
			}
			else
			{
				if (fDustDistance > ms_fDustGap)
				{
					NEW_GetPixelPosition(&m_kPPosDust);
					__AttachEffect(EFFECT_DUST);
				}
			}
		}
	}
}

void CInstanceBase::__ProcessFunctionEmotion(DWORD dwMotionNumber, DWORD dwTargetVID, const TPixelPosition & c_rkPosDst)
{
	if (IsWalking())
		EndWalkingWithoutBlending();

	__EnableChangingTCPState();
	SCRIPT_SetPixelPosition(c_rkPosDst.x, c_rkPosDst.y);

	CInstanceBase * pTargetInstance = CPythonCharacterManager::Instance().GetInstancePtr(dwTargetVID);
	if (pTargetInstance)
	{
		pTargetInstance->__EnableChangingTCPState();

		if (pTargetInstance->IsWalking())
			pTargetInstance->EndWalkingWithoutBlending();

		WORD wMotionNumber1 = HIWORD(dwMotionNumber);
		WORD wMotionNumber2 = LOWORD(dwMotionNumber);

		int src_job = RaceToJob(GetRace());
		int dst_job = RaceToJob(pTargetInstance->GetRace());

		NEW_LookAtDestInstance(*pTargetInstance);
		m_GraphicThingInstance.InterceptOnceMotion(wMotionNumber1 + dst_job);
		m_GraphicThingInstance.SetRotation(m_GraphicThingInstance.GetTargetRotation());
		m_GraphicThingInstance.SetAdvancingRotation(m_GraphicThingInstance.GetTargetRotation());

		pTargetInstance->NEW_LookAtDestInstance(*this);
		pTargetInstance->m_GraphicThingInstance.InterceptOnceMotion(wMotionNumber2 + src_job);
		pTargetInstance->m_GraphicThingInstance.SetRotation(pTargetInstance->m_GraphicThingInstance.GetTargetRotation());
		pTargetInstance->m_GraphicThingInstance.SetAdvancingRotation(pTargetInstance->m_GraphicThingInstance.GetTargetRotation());

		if (pTargetInstance->__IsMainInstance())
		{
			IAbstractPlayer & rPlayer=IAbstractPlayer::GetSingleton();
			rPlayer.EndEmotionProcess();
		}
	}

	if (__IsMainInstance())
	{
		IAbstractPlayer & rPlayer=IAbstractPlayer::GetSingleton();
		rPlayer.EndEmotionProcess();
	}
}

///////////////////////////////////////////////////////////////////////////////////////////////////
// Update & Deform & Render

int g_iAccumulationTime = 0;

void CInstanceBase::Update()
{
	++ms_dwUpdateCounter;	

	StateProcess();
	m_GraphicThingInstance.PhysicsProcess();
	m_GraphicThingInstance.RotationProcess();
	m_GraphicThingInstance.ComboProcess();
	m_GraphicThingInstance.AccumulationMovement();

	if (m_GraphicThingInstance.IsMovement())
	{
		TPixelPosition kPPosCur;
		NEW_GetPixelPosition(&kPPosCur);

		DWORD dwCurTime=ELTimer_GetFrameMSec();
		//if (m_dwNextUpdateHeightTime<dwCurTime)
		{
			m_dwNextUpdateHeightTime=dwCurTime;
			kPPosCur.z = __GetBackgroundHeight(kPPosCur.x, kPPosCur.y);
			NEW_SetPixelPosition(kPPosCur);
		}

		// SetMaterialColor
		{
			DWORD dwMtrlColor=__GetShadowMapColor(kPPosCur.x, kPPosCur.y);
			m_GraphicThingInstance.SetMaterialColor(dwMtrlColor);
		}
	}

	m_GraphicThingInstance.UpdateAdvancingPointInstance();

	AttackProcess();
	MovementProcess();

	m_GraphicThingInstance.MotionProcess(IsPC());
	if (IsMountingHorse())
	{
		m_kHorse.m_pkActor->HORSE_MotionProcess(FALSE);
	}

	__ComboProcess();	
	
	ProcessDamage();

}

void CInstanceBase::Transform()
{
	if (__IsSyncing())
	{
		//OnSyncing();
	}
	else
	{
		if (IsWalking() || m_GraphicThingInstance.IsUsingMovingSkill())
		{
			const D3DXVECTOR3& c_rv3Movment=m_GraphicThingInstance.GetMovementVectorRef();

			float len=(c_rv3Movment.x*c_rv3Movment.x)+(c_rv3Movment.y*c_rv3Movment.y);
			if (len>1.0f)
				OnMoving();
			else
				OnWaiting();	
		}	
	}

	m_GraphicThingInstance.INSTANCEBASE_Transform();
}


void CInstanceBase::Deform()
{
	// 2004.07.17.levites.isShow를 ViewFrustumCheck로 변경
	if (!__CanRender())
		return;

	++ms_dwDeformCounter;

	m_GraphicThingInstance.INSTANCEBASE_Deform();

	m_kHorse.Deform();
}

void CInstanceBase::RenderTrace()
{
	if (!__CanRender())
		return;

	m_GraphicThingInstance.RenderTrace();
}




void CInstanceBase::Render()
{
	// 2004.07.17.levites.isShow를 ViewFrustumCheck로 변경
	if (!__CanRender())
		return;

	++ms_dwRenderCounter;

	m_kHorse.Render();
	m_GraphicThingInstance.Render();	
	
	if (CActorInstance::IsDirLine())
	{	
		if (NEW_GetDstPixelPositionRef().x != 0.0f)
		{
			static CScreen s_kScreen;

			STATEMANAGER.SetTextureStageState(0, D3DTSS_COLORARG1,	D3DTA_DIFFUSE);
			STATEMANAGER.SetTextureStageState(0, D3DTSS_COLOROP,	D3DTOP_SELECTARG1);
			STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAOP,	D3DTOP_DISABLE);	
			STATEMANAGER.SaveRenderState(D3DRS_ZENABLE, FALSE);
			STATEMANAGER.SetRenderState(D3DRS_FOGENABLE, FALSE);
			STATEMANAGER.SetRenderState(D3DRS_LIGHTING, FALSE);
			
			TPixelPosition px;
			m_GraphicThingInstance.GetPixelPosition(&px);
			D3DXVECTOR3 kD3DVt3Cur(px.x, px.y, px.z);
			//D3DXVECTOR3 kD3DVt3Cur(NEW_GetSrcPixelPositionRef().x, -NEW_GetSrcPixelPositionRef().y, NEW_GetSrcPixelPositionRef().z);
			D3DXVECTOR3 kD3DVt3Dest(NEW_GetDstPixelPositionRef().x, -NEW_GetDstPixelPositionRef().y, NEW_GetDstPixelPositionRef().z);

			//printf("%s %f\n", GetNameString(), kD3DVt3Cur.y - kD3DVt3Dest.y);
			//float fdx = NEW_GetDstPixelPositionRef().x - NEW_GetSrcPixelPositionRef().x;
			//float fdy = NEW_GetDstPixelPositionRef().y - NEW_GetSrcPixelPositionRef().y;

			s_kScreen.SetDiffuseColor(0.0f, 0.0f, 1.0f);
			s_kScreen.RenderLine3d(kD3DVt3Cur.x, kD3DVt3Cur.y, px.z, kD3DVt3Dest.x, kD3DVt3Dest.y, px.z);
			STATEMANAGER.RestoreRenderState(D3DRS_ZENABLE);
			STATEMANAGER.SetRenderState(D3DRS_FOGENABLE, TRUE);
			STATEMANAGER.SetRenderState(D3DRS_LIGHTING, TRUE);
		}
	}	
}

void CInstanceBase::RenderToShadowMap()
{
	if (IsDoor())
		return;

	if (IsBuilding())
		return;

	if (!__CanRender())
		return;

	if (!__IsExistMainInstance())
		return;

	CInstanceBase* pkInstMain=__GetMainInstancePtr();

	const float SHADOW_APPLY_DISTANCE = 2500.0f;

	float fDistance=NEW_GetDistanceFromDestInstance(*pkInstMain);
	if (fDistance>=SHADOW_APPLY_DISTANCE)
		return;

	m_GraphicThingInstance.RenderToShadowMap();	
}

void CInstanceBase::RenderCollision()
{
	m_GraphicThingInstance.RenderCollisionData();
}

///////////////////////////////////////////////////////////////////////////////////////////////////
// Setting & Getting Data

void CInstanceBase::SetVirtualID(DWORD dwVirtualID)
{
	m_GraphicThingInstance.SetVirtualID(dwVirtualID);		
}

void CInstanceBase::SetVirtualNumber(DWORD dwVirtualNumber)
{
	m_dwVirtualNumber = dwVirtualNumber;
}

void CInstanceBase::SetInstanceType(int iInstanceType)
{
	m_GraphicThingInstance.SetActorType(iInstanceType);
}

void CInstanceBase::SetAlignment(short sAlignment)
{
	m_sAlignment = sAlignment;
	RefreshTextTailTitle();
}

#ifdef NEW_PET_SYSTEM
void CInstanceBase::SetLevelText(int sLevel)
{
	m_dwLevel = sLevel;
	UpdateTextTailLevel(sLevel);
}
#endif

void CInstanceBase::SetPKMode(BYTE byPKMode)
{
	if (m_byPKMode == byPKMode)
		return;

	m_byPKMode = byPKMode;

	if (__IsMainInstance())
	{
		IAbstractPlayer& rPlayer=IAbstractPlayer::GetSingleton();
		rPlayer.NotifyChangePKMode();
	}	
}

void CInstanceBase::SetKiller(bool bFlag)
{
	if (m_isKiller == bFlag)
		return;

	m_isKiller = bFlag;
	RefreshTextTail();
}

void CInstanceBase::SetPartyMemberFlag(bool bFlag)
{
	m_isPartyMember = bFlag;
}

void CInstanceBase::SetStateFlags(DWORD dwStateFlags)
{
	if (dwStateFlags & ADD_CHARACTER_STATE_KILLER)
		SetKiller(TRUE);
	else
		SetKiller(FALSE);

	if (dwStateFlags & ADD_CHARACTER_STATE_PARTY)
		SetPartyMemberFlag(TRUE);
	else
		SetPartyMemberFlag(FALSE);
}

void CInstanceBase::SetComboType(UINT uComboType)
{
	m_GraphicThingInstance.SetComboType(uComboType);
}

const char * CInstanceBase::GetNameString()
{
	return m_stName.c_str();
}

DWORD CInstanceBase::GetRace()
{
	return m_dwRace;
}

#ifdef ENABLE_NEW_EXCHANGE_WINDOW
DWORD CInstanceBase::GetLevel()
{
	return m_dwLevel;
}
#endif

bool CInstanceBase::IsConflictAlignmentInstance(CInstanceBase& rkInstVictim)
{
	if (PK_MODE_PROTECT == rkInstVictim.GetPKMode())
		return false;

	switch (GetAlignmentType())
	{
		case ALIGNMENT_TYPE_NORMAL:
		case ALIGNMENT_TYPE_WHITE:
			if (ALIGNMENT_TYPE_DARK == rkInstVictim.GetAlignmentType())
				return true;
			break;
		case ALIGNMENT_TYPE_DARK:
			if (GetAlignmentType() != rkInstVictim.GetAlignmentType())
				return true;
			break;
	}

	return false;
}

void CInstanceBase::SetDuelMode(DWORD type)
{
	m_dwDuelMode = type;
}

DWORD CInstanceBase::GetDuelMode()
{
	return m_dwDuelMode;
}

bool CInstanceBase::IsAttackableInstance(CInstanceBase& rkInstVictim)
{	
	if (__IsMainInstance())
	{		
		CPythonPlayer& rkPlayer=CPythonPlayer::Instance();
		if(rkPlayer.IsObserverMode())
			return false;
	}

	if (GetVirtualID() == rkInstVictim.GetVirtualID())
		return false;

	if (IsStone())
	{
		if (rkInstVictim.IsPC())
			return true;
	}
	else if (IsPC())
	{
		if (rkInstVictim.IsStone())
			return true;

		if (rkInstVictim.IsPC())
		{
			if (GetDuelMode())
			{
				switch(GetDuelMode())
				{
				case DUEL_CANNOTATTACK:
					return false;
				case DUEL_START:
					if(__FindDUELKey(GetVirtualID(),rkInstVictim.GetVirtualID()))
						return true;
					else
						return false;
				}
			}
			if (PK_MODE_GUILD == GetPKMode())
				if (GetGuildID() == rkInstVictim.GetGuildID())
					return false;

			if (rkInstVictim.IsKiller())
				if (!IAbstractPlayer::GetSingleton().IsSamePartyMember(GetVirtualID(), rkInstVictim.GetVirtualID()))
					return true;

			if (PK_MODE_PROTECT != GetPKMode())
			{
				if (PK_MODE_FREE == GetPKMode())
				{
					if (PK_MODE_PROTECT != rkInstVictim.GetPKMode())
						if (!IAbstractPlayer::GetSingleton().IsSamePartyMember(GetVirtualID(), rkInstVictim.GetVirtualID()))
							return true;
				}
				if (PK_MODE_GUILD == GetPKMode())
				{
					if (PK_MODE_PROTECT != rkInstVictim.GetPKMode())
						if (!IAbstractPlayer::GetSingleton().IsSamePartyMember(GetVirtualID(), rkInstVictim.GetVirtualID()))
							if (GetGuildID() != rkInstVictim.GetGuildID())
								return true;
				}
			}

			if (IsSameEmpire(rkInstVictim))
			{
				if (IsPVPInstance(rkInstVictim))
					return true;

				if (PK_MODE_REVENGE == GetPKMode())
					if (!IAbstractPlayer::GetSingleton().IsSamePartyMember(GetVirtualID(), rkInstVictim.GetVirtualID()))
						if (IsConflictAlignmentInstance(rkInstVictim))
							return true;
			}
			else
			{
				return true;
			}
		}

		if (rkInstVictim.IsEnemy())
			return true;

		if (rkInstVictim.IsWoodenDoor())
			return true;
	}
	else if (IsEnemy())
	{
		if (rkInstVictim.IsPC())
			return true;

		if (rkInstVictim.IsBuilding())
			return true;
		
	}
	else if (IsPoly())
	{
		if (rkInstVictim.IsPC())
			return true;

		if (rkInstVictim.IsEnemy())
			return true;
	}
	return false;
}

bool CInstanceBase::IsTargetableInstance(CInstanceBase& rkInstVictim)
{
	return rkInstVictim.CanPickInstance();
}

// 2004. 07. 07. [levites] - 스킬 사용중 타겟이 바뀌는 문제 해결을 위한 코드
bool CInstanceBase::CanChangeTarget()
{
	return m_GraphicThingInstance.CanChangeTarget();
}

// 2004.07.17.levites.isShow를 ViewFrustumCheck로 변경
bool CInstanceBase::CanPickInstance()
{
	if (!__IsInViewFrustum())
		return false;

	if (IsDoor())
	{
		if (IsDead())
			return false;
	}

	if (IsPC())
	{
		if (IsAffect(AFFECT_EUNHYEONG))
		{
			if (!__MainCanSeeHiddenThing())
				return false;
		}
		if (IsAffect(AFFECT_REVIVE_INVISIBILITY))
			return false;
		if (IsAffect(AFFECT_INVISIBILITY))
			return false;
	}

	if (IsDead())
		return false;

	return true;
}

bool CInstanceBase::CanViewTargetHP(CInstanceBase& rkInstVictim)
{
	if (rkInstVictim.IsStone())
		return true;
	if (rkInstVictim.IsWoodenDoor())
		return true;
	if (rkInstVictim.IsEnemy())
		return true;
#ifdef ENABLE_VIEW_TARGET_PLAYER_HP
	if (rkInstVictim.IsPC())
		return true;
#endif

	return false;
}

BOOL CInstanceBase::IsPoly()
{
	return m_GraphicThingInstance.IsPoly();
}

BOOL CInstanceBase::IsPC()
{
	return m_GraphicThingInstance.IsPC();
}

BOOL CInstanceBase::IsNPC()
{
	return m_GraphicThingInstance.IsNPC();
}

#ifdef NEW_PET_SYSTEM
BOOL CInstanceBase::IsNewPet()
{
	return m_GraphicThingInstance.IsNewPet();
}
#endif

BOOL CInstanceBase::IsEnemy()
{
	return m_GraphicThingInstance.IsEnemy();
}

BOOL CInstanceBase::IsStone()
{
	return m_GraphicThingInstance.IsStone();
}


BOOL CInstanceBase::IsGuildWall()	//IsBuilding 길드건물전체 IsGuildWall은 담장벽만(문은 제외)
{
	return IsWall(m_dwRace);		
}


BOOL CInstanceBase::IsResource()
{
	switch (m_dwVirtualNumber)
	{
		case 20047:
		case 20048:
		case 20049:
		case 20050:
		case 20051:
		case 20052:
		case 20053:
		case 20054:
		case 20055:
		case 20056:
		case 20057:
		case 20058:
		case 20059:
		case 30301:
		case 30302:
		case 30303:
		case 30304:
		case 30305:
			return TRUE;
	}

	return FALSE;
}

BOOL CInstanceBase::IsWarp()
{
	return m_GraphicThingInstance.IsWarp();
}

BOOL CInstanceBase::IsGoto()
{
	return m_GraphicThingInstance.IsGoto();
}

BOOL CInstanceBase::IsObject()
{
	return m_GraphicThingInstance.IsObject();
}

BOOL CInstanceBase::IsBuilding()
{
	return m_GraphicThingInstance.IsBuilding();
}

BOOL CInstanceBase::IsDoor()
{
	return m_GraphicThingInstance.IsDoor();
}

BOOL CInstanceBase::IsWoodenDoor()
{
	if (m_GraphicThingInstance.IsDoor())
	{
		int vnum = GetVirtualNumber();
		if (vnum == 13000) // 나무문
			return true;
		else if (vnum >= 30111 && vnum <= 30119) // 사귀문
			return true;
		else
			return false;
	}
	else
	{
		return false;
	}
}

BOOL CInstanceBase::IsStoneDoor()
{
	return m_GraphicThingInstance.IsDoor() && 13001 == GetVirtualNumber();
}

BOOL CInstanceBase::IsFlag()
{
	if (GetRace() == 20035)
		return TRUE;
	if (GetRace() == 20036)
		return TRUE;
	if (GetRace() == 20037)
		return TRUE;

	return FALSE;
}

BOOL CInstanceBase::IsForceVisible()
{
	if (IsAffect(AFFECT_SHOW_ALWAYS))
		return TRUE;

	if (IsObject() || IsBuilding() || IsDoor() )
		return TRUE;

	return FALSE;
}

int	CInstanceBase::GetInstanceType()
{
	return m_GraphicThingInstance.GetActorType();
}

DWORD CInstanceBase::GetVirtualID()
{
	return m_GraphicThingInstance.GetVirtualID();
}

DWORD CInstanceBase::GetVirtualNumber()
{
	return m_dwVirtualNumber;
}

// 2004.07.17.levites.isShow를 ViewFrustumCheck로 변경
bool CInstanceBase::__IsInViewFrustum()
{
	return m_GraphicThingInstance.isShow();
}

bool CInstanceBase::__CanRender()
{
	if (!__IsInViewFrustum())
		return false;
	if (IsAffect(AFFECT_INVISIBILITY))
		return false;

	return true;
}


///////////////////////////////////////////////////////////////////////////////////////////////////
// Graphic Control

bool CInstanceBase::IntersectBoundingBox()
{
	float u, v, t;
	return m_GraphicThingInstance.Intersect(&u, &v, &t);
}

bool CInstanceBase::IntersectDefendingSphere()
{
	return m_GraphicThingInstance.IntersectDefendingSphere();
}

float CInstanceBase::GetDistance(CInstanceBase * pkTargetInst)
{
	TPixelPosition TargetPixelPosition;
	pkTargetInst->m_GraphicThingInstance.GetPixelPosition(&TargetPixelPosition);
	return GetDistance(TargetPixelPosition);
}

float CInstanceBase::GetDistance(const TPixelPosition & c_rPixelPosition)
{
	TPixelPosition PixelPosition;
	m_GraphicThingInstance.GetPixelPosition(&PixelPosition);

	float fdx = PixelPosition.x - c_rPixelPosition.x;
	float fdy = PixelPosition.y - c_rPixelPosition.y;

	return sqrtf((fdx*fdx) + (fdy*fdy));
}

CActorInstance& CInstanceBase::GetGraphicThingInstanceRef()
{
	return m_GraphicThingInstance;
}

CActorInstance* CInstanceBase::GetGraphicThingInstancePtr()
{
	return &m_GraphicThingInstance;
}

void CInstanceBase::RefreshActorInstance()
{
	m_GraphicThingInstance.RefreshActorInstance();
}

void CInstanceBase::Refresh(DWORD dwMotIndex, bool isLoop)
{
	RefreshState(dwMotIndex, isLoop);
}

void CInstanceBase::RestoreRenderMode()
{
	m_GraphicThingInstance.RestoreRenderMode();
}

void CInstanceBase::SetAddRenderMode()
{
	m_GraphicThingInstance.SetAddRenderMode();
}

void CInstanceBase::SetModulateRenderMode()
{
	m_GraphicThingInstance.SetModulateRenderMode();
}

void CInstanceBase::SetRenderMode(int iRenderMode)
{
	m_GraphicThingInstance.SetRenderMode(iRenderMode);
}

void CInstanceBase::SetAddColor(const D3DXCOLOR & c_rColor)
{
	m_GraphicThingInstance.SetAddColor(c_rColor);
}

void CInstanceBase::__SetBlendRenderingMode()
{
	m_GraphicThingInstance.SetBlendRenderMode();
}

void CInstanceBase::__SetAlphaValue(float fAlpha)
{
	m_GraphicThingInstance.SetAlphaValue(fAlpha);
}

float CInstanceBase::__GetAlphaValue()
{
	return m_GraphicThingInstance.GetAlphaValue();
}

///////////////////////////////////////////////////////////////////////////////////////////////////
// Part

void CInstanceBase::SetHair(DWORD eHair)
{
	if (!HAIR_COLOR_ENABLE)
		return;

	if (IsPC()==false)
		return;
	m_awPart[CRaceData::PART_HAIR] = eHair;
	m_GraphicThingInstance.SetHair(eHair);
}

void CInstanceBase::ChangeHair(DWORD eHair)
{
	if (!HAIR_COLOR_ENABLE)
		return;

	if (IsPC()==false)
		return;

	if (GetPart(CRaceData::PART_HAIR)==eHair)
		return;

	SetHair(eHair);

	//int type = m_GraphicThingInstance.GetMotionMode();

	RefreshState(CRaceMotionData::NAME_WAIT, true);
	//RefreshState(type, true);
}

void CInstanceBase::SetArmor(DWORD dwArmor)
{
	DWORD dwShape;
	if (__ArmorVnumToShape(dwArmor, &dwShape))
	{
		CItemData * pItemData;
		if (CItemManager::Instance().GetItemDataPointer(dwArmor, &pItemData))
		{
			float fSpecularPower=pItemData->GetSpecularPowerf();
			SetShape(dwShape, fSpecularPower);
			__GetRefinedEffect(pItemData, m_lWeaponRarity);
			return;
		}
		else
			__ClearArmorRefineEffect();
	}

	SetShape(dwArmor);
}

#ifdef ENABLE_SASH_SYSTEM
void CInstanceBase::SetSash(DWORD dwSash)
{
	if (!IsPC())
		return;
	
	if (IsPoly())
		return;
	
	dwSash += 85000;
	ClearSashEffect();
	
	float fSpecular = 65.0f;
	if (dwSash > 86000)
	{
		dwSash -= 1000;
		fSpecular += 35;
		
		m_dwSashEffect = EFFECT_REFINED + EFFECT_SASH;
		__EffectContainer_AttachEffect(m_dwSashEffect);
	}
	
	fSpecular /= 100.0f;
	m_awPart[CRaceData::PART_SASH] = dwSash;
	
	CItemData * pItemData;
	if (!CItemManager::Instance().GetItemDataPointer(dwSash, &pItemData))
		return;
	
	m_GraphicThingInstance.AttachSash(pItemData, fSpecular);
#ifdef ENABLE_OBJ_SCALLING
	DWORD dwRace = GetRace(), dwPos = RaceToJob(dwRace), dwSex = RaceToSex(dwRace);
	dwPos += 1;
	if (dwSex == 0)
		dwPos += 5;
	
	float fScaleX, fScaleY, fScaleZ, fPositionX, fPositionY, fPositionZ;
	if (pItemData->GetItemScale(dwPos, fScaleX, fScaleY, fScaleZ, fPositionX, fPositionY, fPositionZ))
	{
		m_GraphicThingInstance.SetScale(fScaleX, fScaleY, fScaleZ, true);
		if (m_kHorse.IsMounting())
			fPositionZ += 10.0f;
		
		m_GraphicThingInstance.SetScalePosition(fPositionX, fPositionY, fPositionZ);
	}
#endif
}

void CInstanceBase::ChangeSash(DWORD dwSash)
{
	if (!IsPC())
		return;
	
	SetSash(dwSash);
}

void CInstanceBase::ClearSashEffect()
{
	if (!m_dwSashEffect)
		return;
	
	__EffectContainer_DetachEffect(m_dwSashEffect);
	m_dwSashEffect = 0;
}
#endif

void CInstanceBase::SetShape(DWORD eShape, float fSpecular)
{
	if (IsPoly())
	{
		m_GraphicThingInstance.SetShape(0);	
	}
	else
	{
		m_GraphicThingInstance.SetShape(eShape, fSpecular);		
	}

	m_eShape = eShape;
}

DWORD CInstanceBase::GetWeaponType()
{
	DWORD dwWeapon = GetPart(CRaceData::PART_WEAPON);
	CItemData * pItemData;
	if (!CItemManager::Instance().GetItemDataPointer(dwWeapon, &pItemData))
		return CItemData::WEAPON_NONE;

#ifdef ENABLE_COSTUME_WEAPON_SYSTEM
	if (pItemData->GetType() == CItemData::ITEM_TYPE_COSTUME)
		return pItemData->GetValue(3);
#endif

	return pItemData->GetWeaponType();
}

/*
void CInstanceBase::SetParts(const WORD * c_pParts)
{
	if (IsPoly())
		return;

	if (__IsShapeAnimalWear())
		return;

	UINT eWeapon=c_pParts[CRaceData::PART_WEAPON];

	if (__IsChangableWeapon(eWeapon) == false)
			eWeapon = 0;

	if (eWeapon != m_GraphicThingInstance.GetPartItemID(CRaceData::PART_WEAPON))
	{
		m_GraphicThingInstance.AttachPart(CRaceData::PART_MAIN, CRaceData::PART_WEAPON, eWeapon);
		m_awPart[CRaceData::PART_WEAPON] = eWeapon;
	}

	__AttachHorseSaddle();
}
*/

void CInstanceBase::__ClearWeaponRefineEffect()
{
	if (m_swordRefineEffectRight)
	{
		__DetachEffect(m_swordRefineEffectRight);
		m_swordRefineEffectRight = 0;
	}
	if (m_swordRefineEffectLeft)
	{
		__DetachEffect(m_swordRefineEffectLeft);
		m_swordRefineEffectLeft = 0;
	}
}

void CInstanceBase::__ClearArmorRefineEffect()
{
	if (m_armorRefineEffect)
	{
		__DetachEffect(m_armorRefineEffect);
		m_armorRefineEffect = 0;
	}
}

UINT CInstanceBase::__GetRefinedEffect(CItemData* pItem, long lWeaponRarity)
{
	DWORD refine = max(pItem->GetRefine() + pItem->GetSocketCount(),CItemData::ITEM_SOCKET_MAX_NUM) - CItemData::ITEM_SOCKET_MAX_NUM;
	switch (pItem->GetType())
	{
	case CItemData::ITEM_TYPE_WEAPON:
		__ClearWeaponRefineEffect();		
		if (refine < 7)	//현재 제련도 7 이상만 이펙트가 있습니다.
			return 0;
		switch(pItem->GetSubType())
		{
		case CItemData::WEAPON_DAGGER:
			if (lWeaponRarity >= 3250)
			{
				m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SMALLSWORD_RARITY3;
				m_swordRefineEffectLeft = EFFECT_REFINED+EFFECT_SMALLSWORD_RARITY3_LEFT;
			}
			else if (lWeaponRarity >= 2500)
			{
				m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SMALLSWORD_RARITY2;
				m_swordRefineEffectLeft = EFFECT_REFINED+EFFECT_SMALLSWORD_RARITY2_LEFT;				
			}
			else if (lWeaponRarity >= 300)
			{
				m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SMALLSWORD_RARITY1;
				m_swordRefineEffectLeft = EFFECT_REFINED+EFFECT_SMALLSWORD_RARITY1_LEFT;				
			}
			else if (lWeaponRarity >= 100)
			{
				m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SMALLSWORD_RARITY0;
				m_swordRefineEffectLeft = EFFECT_REFINED+EFFECT_SMALLSWORD_RARITY0_LEFT;				
			}
			else
			{
				m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SMALLSWORD_REFINED7+refine-7;
				m_swordRefineEffectLeft = EFFECT_REFINED+EFFECT_SMALLSWORD_REFINED7_LEFT+refine-7;
			}
			break;
		case CItemData::WEAPON_FAN:
			if (lWeaponRarity >= 3250)
				m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_FANBELL_RARITY3;
			else if (lWeaponRarity >= 2500)
				m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_FANBELL_RARITY2;
			else if (lWeaponRarity >= 300)
				m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_FANBELL_RARITY1;
			else if (lWeaponRarity >= 100)
				m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_FANBELL_RARITY0;
			else
				m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_FANBELL_REFINED7+refine-7;
			break;
		case CItemData::WEAPON_ARROW:
		case CItemData::WEAPON_BELL:
			if (lWeaponRarity >= 3250)
				m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SMALLSWORD_RARITY3;
			else if (lWeaponRarity >= 2500)
				m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SMALLSWORD_RARITY2;
			else if (lWeaponRarity >= 300)
				m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SMALLSWORD_RARITY1;
			else if (lWeaponRarity >= 100)
				m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SMALLSWORD_RARITY0;
			else
				m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SMALLSWORD_REFINED7+refine-7;
			break;
		case CItemData::WEAPON_BOW:
			if (lWeaponRarity >= 3250)
				m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_BOW_RARITY3;
			else if (lWeaponRarity >= 2500)
				m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_BOW_RARITY2;
			else if (lWeaponRarity >= 300)
				m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_BOW_RARITY1;
			else if (lWeaponRarity >= 100)
				m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_BOW_RARITY0;
			else
				m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_BOW_REFINED7+refine-7;
			break;
		case CItemData::WEAPON_CLAW:
			if (lWeaponRarity >= 3250)
			{
				m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_CLAW_RARITY3;
				m_swordRefineEffectLeft = EFFECT_REFINED+EFFECT_CLAW_RARITY3_LEFT;
			}
			else if (lWeaponRarity >= 2500)
			{
				m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_CLAW_RARITY2;
				m_swordRefineEffectLeft = EFFECT_REFINED+EFFECT_CLAW_RARITY2_LEFT;				
			}
			else if (lWeaponRarity >= 300)
			{
				m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_CLAW_RARITY1;
				m_swordRefineEffectLeft = EFFECT_REFINED+EFFECT_CLAW_RARITY1_LEFT;				
			}
			else if (lWeaponRarity >= 100)
			{
				m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_CLAW_RARITY0;
				m_swordRefineEffectLeft = EFFECT_REFINED+EFFECT_CLAW_RARITY0_LEFT;				
			}
			else
			{
				m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_CLAW_REFINED7+refine-7;
				m_swordRefineEffectLeft = EFFECT_REFINED+EFFECT_CLAW_REFINED7_LEFT+refine-7;
			}
			break;
		default:
			if (lWeaponRarity >= 3250)
				m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SWORD_RARITY3;
			else if (lWeaponRarity >= 2500)
				m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SWORD_RARITY2;
			else if (lWeaponRarity >= 300)
				m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SWORD_RARITY1;
			else if (lWeaponRarity >= 100)
				m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SWORD_RARITY0;
			else
				m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SWORD_REFINED7+refine-7;
		}
		if (m_swordRefineEffectRight)
			m_swordRefineEffectRight = __AttachEffect(m_swordRefineEffectRight);
		if (m_swordRefineEffectLeft)
			m_swordRefineEffectLeft = __AttachEffect(m_swordRefineEffectLeft);
		break;
		case CItemData::ITEM_TYPE_ARMOR:
			__ClearArmorRefineEffect();
			if (pItem->GetSubType() == CItemData::ARMOR_BODY)
			{
				DWORD vnum = pItem->GetIndex();
				if ((12010 <= vnum && vnum <= 12049 ) || (21080 <= vnum && vnum <= 21089))
				{
					__AttachEffect(EFFECT_REFINED+EFFECT_BODYARMOR_SPECIAL);
					__AttachEffect(EFFECT_REFINED+EFFECT_BODYARMOR_SPECIAL2);
				}
				#ifdef VERSION_162_ENABLED
				if (vnum >= 20760 && vnum <= 20959)
				{
					__AttachEffect(EFFECT_REFINED + EFFECT_BODYARMOR_SPECIAL3);
					break;
				}
				#endif
				if (vnum >= 20010 && vnum <= 20019)
				{
					__AttachEffect(EFFECT_REFINED + EFFECT_BODYARMOR_SPECIAL4);
					break;
				}
			}

			if (refine < 7)
				return 0;

			if (pItem->GetSubType() == CItemData::ARMOR_BODY)
			{
				m_armorRefineEffect = EFFECT_REFINED+EFFECT_BODYARMOR_REFINED7+refine-7;
				__AttachEffect(m_armorRefineEffect);
			}
			break;
	}

	return 0;
}

#ifdef ENABLE_NEW_ARROW_SYSTEM
bool CInstanceBase::SetWeapon(DWORD eWeapon, DWORD eArrow, long lWeaponRarity)
#else
bool CInstanceBase::SetWeapon(DWORD eWeapon, long lWeaponRarity)
#endif
{
	if (IsPoly())
		return false;
	
	if (__IsShapeAnimalWear())
		return false;
	
	if (__IsChangableWeapon(eWeapon) == false)
		eWeapon = 0;

	m_GraphicThingInstance.AttachWeapon(eWeapon);
	m_awPart[CRaceData::PART_WEAPON] = eWeapon;
#ifdef ENABLE_NEW_ARROW_SYSTEM
	m_awPart[CRaceData::PART_ARROW_TYPE] = eArrow;
#endif
	
	//Weapon Effect
	CItemData * pItemData;
	if (CItemManager::Instance().GetItemDataPointer(eWeapon, &pItemData))
	{
#ifdef ENABLE_COSTUME_WEAPON_SYSTEM
		if (pItemData->GetType() == CItemData::ITEM_TYPE_COSTUME)
			__ClearWeaponRefineEffect();
#endif
		
		__GetRefinedEffect(pItemData, lWeaponRarity);
	}
	else
		__ClearWeaponRefineEffect();

	return true;
}

#ifdef ENABLE_NEW_ARROW_SYSTEM
void CInstanceBase::ChangeWeapon(DWORD eWeapon ,DWORD eArrow, long lWeaponRarity)
#else
void CInstanceBase::ChangeWeapon(DWORD eWeapon, long lWeaponRarity)
#endif
{
#ifdef ENABLE_NEW_ARROW_SYSTEM
	CItemData * pItemData;
	m_awPart[CRaceData::PART_ARROW_TYPE] = eArrow;
	
	if (CItemManager::Instance().GetItemDataPointer(eWeapon, &pItemData))
	{
		if (!m_kHorse.IsMounting() && pItemData->GetSubType() == CItemData::WEAPON_BOW)
		{
			if (eArrow == CItemData::WEAPON_UNLIMITED_ARROW)
				SetMotionMode(CRaceMotionData::MODE_BOW_SPECIAL);
			else
				SetMotionMode(CRaceMotionData::MODE_BOW);
		}
	}
#endif
	if (eWeapon == m_GraphicThingInstance.GetPartItemID(CRaceData::PART_WEAPON))
		return;

	if (SetWeapon(eWeapon, eArrow, lWeaponRarity))
		RefreshState(CRaceMotionData::NAME_WAIT, true);
}

bool CInstanceBase::ChangeArmor(DWORD dwArmor)
{
	DWORD eShape;
	__ArmorVnumToShape(dwArmor, &eShape);

	if (GetShape()==eShape)
		return false;

	CAffectFlagContainer kAffectFlagContainer;
	kAffectFlagContainer.CopyInstance(m_kAffectFlagContainer);

	DWORD dwVID = GetVirtualID();
	DWORD dwRace = GetRace();
	DWORD eHair = GetPart(CRaceData::PART_HAIR);
#ifdef ENABLE_SASH_SYSTEM
	DWORD dwSash = GetPart(CRaceData::PART_SASH);
#endif
	DWORD eWeapon = GetPart(CRaceData::PART_WEAPON);
	DWORD eArrow = GetPart(CRaceData::PART_ARROW_TYPE);
	float fRot = GetRotation();
	float fAdvRot = GetAdvancingRotation();

	if (IsWalking())
		EndWalking();

	// 2004.07.25.myevan.이펙트 안 붙는 문제
	//////////////////////////////////////////////////////
	__ClearAffects();
	//////////////////////////////////////////////////////

	if (!SetRace(dwRace))
	{
		TraceError("CPythonCharacterManager::ChangeArmor - SetRace VID[%d] Race[%d] ERROR", dwVID, dwRace);
		return false;
	}

	SetArmor(dwArmor);
	SetHair(eHair);
#ifdef ENABLE_SASH_SYSTEM
	SetSash(dwSash);
#endif
	SetWeapon(eWeapon, eArrow, m_lWeaponRarity);

	SetRotation(fRot);
	SetAdvancingRotation(fAdvRot);

	__AttachHorseSaddle();

	RefreshState(CRaceMotionData::NAME_WAIT, TRUE);

	// 2004.07.25.myevan.이펙트 안 붙는 문제
	/////////////////////////////////////////////////
	SetAffectFlagContainer(kAffectFlagContainer);
	/////////////////////////////////////////////////

	CActorInstance::IEventHandler& rkEventHandler=GetEventHandlerRef();
	rkEventHandler.OnChangeShape();

	return true;
}

bool CInstanceBase::__IsShapeAnimalWear()
{
	if (100 == GetShape() ||
		101 == GetShape() ||
		102 == GetShape() ||
		103 == GetShape())
		return true;

	return false;
}

DWORD CInstanceBase::__GetRaceType()
{
	return m_eRaceType;
}

void CInstanceBase::RefreshState(DWORD dwMotIndex, bool isLoop)
{
	DWORD dwPartItemID = m_GraphicThingInstance.GetPartItemID(CRaceData::PART_WEAPON);

	BYTE byItemType = 0xff;
	BYTE bySubType = 0xff;

	CItemManager & rkItemMgr = CItemManager::Instance();
	CItemData * pItemData;
	if (rkItemMgr.GetItemDataPointer(dwPartItemID, &pItemData))
	{
		byItemType = pItemData->GetType();
		bySubType = pItemData->GetWeaponType();
	}

	if (IsPoly())
	{
		SetMotionMode(CRaceMotionData::MODE_GENERAL);
	}
	else if (IsWearingDress())
	{
		SetMotionMode(CRaceMotionData::MODE_WEDDING_DRESS);
	}
	else if (IsHoldingPickAxe())
	{
		if (m_kHorse.IsMounting())
		{
			SetMotionMode(CRaceMotionData::MODE_HORSE);
		}
		else
		{
			SetMotionMode(CRaceMotionData::MODE_GENERAL);
		}
	}
	else if (CItemData::ITEM_TYPE_ROD == byItemType)
	{
		if (m_kHorse.IsMounting())
		{
			SetMotionMode(CRaceMotionData::MODE_HORSE);
		}
		else
		{
			SetMotionMode(CRaceMotionData::MODE_FISHING);
		}
	}
#ifdef ENABLE_COSTUME_WEAPON_SYSTEM
	else if (byItemType == CItemData::ITEM_TYPE_COSTUME)
	{
		switch (pItemData->GetValue(3))
		{
			case CItemData::WEAPON_SWORD:
				if (m_kHorse.IsMounting())
					SetMotionMode(CRaceMotionData::MODE_HORSE_ONEHAND_SWORD);
				else
					SetMotionMode(CRaceMotionData::MODE_ONEHAND_SWORD);
				break;
			case CItemData::WEAPON_DAGGER:
				if (m_kHorse.IsMounting())
					SetMotionMode(CRaceMotionData::MODE_HORSE_DUALHAND_SWORD);
				else
					SetMotionMode(CRaceMotionData::MODE_DUALHAND_SWORD);
				break;
			case CItemData::WEAPON_BOW:
				if (m_kHorse.IsMounting())
					SetMotionMode(CRaceMotionData::MODE_HORSE_BOW);
				else
#ifdef ENABLE_NEW_ARROW_SYSTEM
				{
					if (m_awPart[CRaceData::PART_ARROW_TYPE] == CItemData::WEAPON_UNLIMITED_ARROW)
						SetMotionMode(CRaceMotionData::MODE_BOW_SPECIAL);
					else
						SetMotionMode(CRaceMotionData::MODE_BOW);
				}
#else
					SetMotionMode(CRaceMotionData::MODE_BOW);
#endif
				break;
			case CItemData::WEAPON_TWO_HANDED:
				if (m_kHorse.IsMounting())
					SetMotionMode(CRaceMotionData::MODE_HORSE_TWOHAND_SWORD);
				else
					SetMotionMode(CRaceMotionData::MODE_TWOHAND_SWORD);
				break;
			case CItemData::WEAPON_BELL:
				if (m_kHorse.IsMounting())
					SetMotionMode(CRaceMotionData::MODE_HORSE_BELL);
				else
					SetMotionMode(CRaceMotionData::MODE_BELL);
				break;
			case CItemData::WEAPON_FAN:
				if (m_kHorse.IsMounting())
					SetMotionMode(CRaceMotionData::MODE_HORSE_FAN);
				else
					SetMotionMode(CRaceMotionData::MODE_FAN);
				break;
			case CItemData::WEAPON_CLAW:
				if (m_kHorse.IsMounting())
					SetMotionMode(CRaceMotionData::MODE_HORSE_CLAW);
				else
					SetMotionMode(CRaceMotionData::MODE_CLAW);
				break;
			default:
					if (m_kHorse.IsMounting())
						SetMotionMode(CRaceMotionData::MODE_HORSE);
					else
						SetMotionMode(CRaceMotionData::MODE_GENERAL);
				break;
		}
	}
#endif
	else if (m_kHorse.IsMounting())
	{
		switch (bySubType)
		{
			case CItemData::WEAPON_SWORD:
				SetMotionMode(CRaceMotionData::MODE_HORSE_ONEHAND_SWORD);
				break;

			case CItemData::WEAPON_TWO_HANDED:
				SetMotionMode(CRaceMotionData::MODE_HORSE_TWOHAND_SWORD);
				break;

			case CItemData::WEAPON_DAGGER:
				SetMotionMode(CRaceMotionData::MODE_HORSE_DUALHAND_SWORD);
				break;

			case CItemData::WEAPON_FAN:
				SetMotionMode(CRaceMotionData::MODE_HORSE_FAN);
				break;

			case CItemData::WEAPON_BELL:
				SetMotionMode(CRaceMotionData::MODE_HORSE_BELL);
				break;

			case CItemData::WEAPON_BOW:
				SetMotionMode(CRaceMotionData::MODE_HORSE_BOW);
				break;

			case CItemData::WEAPON_CLAW:
				SetMotionMode(CRaceMotionData::MODE_HORSE_CLAW);
				break;

			default:
				SetMotionMode(CRaceMotionData::MODE_HORSE);
				break;
		}
	}
	else
	{
		switch (bySubType)
		{
			case CItemData::WEAPON_SWORD:
				SetMotionMode(CRaceMotionData::MODE_ONEHAND_SWORD);
				break;

			case CItemData::WEAPON_TWO_HANDED:
				SetMotionMode(CRaceMotionData::MODE_TWOHAND_SWORD);
				break;

			case CItemData::WEAPON_DAGGER:
				SetMotionMode(CRaceMotionData::MODE_DUALHAND_SWORD);
				break;

			case CItemData::WEAPON_BOW:
#ifdef ENABLE_NEW_ARROW_SYSTEM
				if (m_awPart[CRaceData::PART_ARROW_TYPE] == CItemData::WEAPON_UNLIMITED_ARROW)
					SetMotionMode(CRaceMotionData::MODE_BOW_SPECIAL);
				else
					SetMotionMode(CRaceMotionData::MODE_BOW);
#else
				SetMotionMode(CRaceMotionData::MODE_BOW);
#endif
				break;

			case CItemData::WEAPON_FAN:
				SetMotionMode(CRaceMotionData::MODE_FAN);
				break;

			case CItemData::WEAPON_BELL:
				SetMotionMode(CRaceMotionData::MODE_BELL);
				break;

			case CItemData::WEAPON_CLAW:
				SetMotionMode(CRaceMotionData::MODE_CLAW);
				break;

			case CItemData::WEAPON_ARROW:
#ifdef ENABLE_NEW_ARROW_SYSTEM
			case CItemData::WEAPON_UNLIMITED_ARROW:
#endif
			default:
				SetMotionMode(CRaceMotionData::MODE_GENERAL);
				break;
		}
	}

	if (isLoop)
		m_GraphicThingInstance.InterceptLoopMotion(dwMotIndex);
	else
		m_GraphicThingInstance.InterceptOnceMotion(dwMotIndex);

	RefreshActorInstance();
}

void CInstanceBase::RegisterBoundingSphere()
{
	// Stone 일 경우 DeforomNoSkin 을 하면
	// 낙하하는 애니메이션 같은 경우 애니메이션이
	// 바운드 박스에 영향을 미쳐 컬링이 제대로 이루어지지 않는다.
	if (!IsStone())
	{
		m_GraphicThingInstance.DeformNoSkin();
	}

	m_GraphicThingInstance.RegisterBoundingSphere();
}

bool CInstanceBase::CreateDeviceObjects()
{
	return m_GraphicThingInstance.CreateDeviceObjects();
}

void CInstanceBase::DestroyDeviceObjects()
{
	m_GraphicThingInstance.DestroyDeviceObjects();
}

void CInstanceBase::Destroy()
{	
	DetachTextTail();
	
	DismountHorse();

	m_kQue_kCmdNew.clear();
	
	__EffectContainer_Destroy();
	__StoneSmoke_Destroy();

	if (__IsMainInstance())
		__ClearMainInstance();	
	
	m_GraphicThingInstance.Destroy();
	
	__Initialize();
}

void CInstanceBase::__InitializeRotationSpeed()
{
	SetRotationSpeed(c_fDefaultRotationSpeed);
}

void CInstanceBase::__Warrior_Initialize()
{
	m_kWarrior.m_dwGeomgyeongEffect=0;
}

void CInstanceBase::__Initialize()
{
	__Warrior_Initialize();
	__StoneSmoke_Inialize();
	__EffectContainer_Initialize();
	__InitializeRotationSpeed();

	SetEventHandler(CActorInstance::IEventHandler::GetEmptyPtr());

	m_kAffectFlagContainer.Clear();

	m_dwLevel = 0;
#if defined(WJ_SHOW_MOB_INFO)
	m_dwAIFlag = 0;
#endif
	m_dwGuildID = 0;
	m_dwGuildAuth = 0;
	m_dwEmpireID = 0;

	m_eType = 0;
	m_eRaceType = 0;
	m_eShape = 0;
	m_dwRace = 0;
	m_dwVirtualNumber = 0;

	m_dwBaseCmdTime=0;
	m_dwBaseChkTime=0;
	m_dwSkipTime=0;

	m_GraphicThingInstance.Initialize();

	m_dwAdvActorVID=0;
	m_dwLastDmgActorVID=0;

	m_nAverageNetworkGap=0;
	m_dwNextUpdateHeightTime=0;

	// Moving by keyboard
	m_iRotatingDirection = DEGREE_DIRECTION_SAME;

	// Moving by mouse	
	m_isTextTail = FALSE;
	m_isGoing = FALSE;
	NEW_SetSrcPixelPosition(TPixelPosition(0, 0, 0));
	NEW_SetDstPixelPosition(TPixelPosition(0, 0, 0));

	m_kPPosDust = TPixelPosition(0, 0, 0);


	m_kQue_kCmdNew.clear();

	m_dwLastComboIndex = 0;

	m_swordRefineEffectRight = 0;
	m_swordRefineEffectLeft = 0;
	m_armorRefineEffect = 0;
#ifdef ENABLE_SASH_SYSTEM
	m_dwSashEffect = 0;
#endif

	m_sAlignment = 0;
	m_byPKMode = 0;
	m_isKiller = false;
	m_isPartyMember = false;

	m_bEnableTCPState = TRUE;

	m_stName = "";

	memset(m_awPart, 0, sizeof(m_awPart));
	memset(m_adwCRCAffectEffect, 0, sizeof(m_adwCRCAffectEffect));
	//memset(m_adwCRCEmoticonEffect, 0, sizeof(m_adwCRCEmoticonEffect));
	memset(&m_kMovAfterFunc, 0, sizeof(m_kMovAfterFunc));

	m_bDamageEffectType = false;
	m_dwDuelMode = DUEL_NONE;
	m_dwEmoticonTime = 0;
}

CInstanceBase::CInstanceBase()
{
	__Initialize();
}

CInstanceBase::~CInstanceBase()
{
	Destroy();
}

void CInstanceBase::GetBoundBox(D3DXVECTOR3 * vtMin, D3DXVECTOR3 * vtMax)
{
	m_GraphicThingInstance.GetBoundBox(vtMin, vtMax);
}

 

There it is

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