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server/gameserver/buff/bufffactory.cc
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server/gameserver/buff/bufffactory.cc
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#include "precompile.h"
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#include "buff/bufffactory.h"
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#include "buff.h"
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#include "add_car.h"
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#include "add_inventory.h"
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#include "autoshot.h"
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#include "batch_add.h"
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#include "beatback.h"
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#include "become.h"
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#include "bepull.h"
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#include "berecycle.h"
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#include "bufffactory.h"
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#include "callfunc.h"
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#include "camouflage.h"
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#include "camouflage_addition.h"
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#include "cond_add.h"
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#include "delay_add.h"
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#include "disperse.h"
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#include "dive.h"
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#include "driver.h"
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#include "flashmove.h"
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#include "hide.h"
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#include "hold_shield.h"
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#include "immune.h"
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#include "in_water.h"
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#include "internal_add.h"
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#include "jump.h"
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#include "jumpto.h"
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#include "machine_gun.h"
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#include "once_chg_attr.h"
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#include "passenger.h"
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#include "pull.h"
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#include "pull_to_walkable.h"
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#include "remove_car.h"
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#include "rescuer.h"
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#include "reserve.h"
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#include "reserve_move.h"
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#include "select_target_with_self_pos.h"
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#include "sprint.h"
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#include "summon_hero.h"
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#include "summon_obstacle.h"
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#include "turnover.h"
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#include "use_skill.h"
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#include "mt/Buff.h"
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Buff* BuffFactory::MakeBuff(const mt::Buff* buff_meta)
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{
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switch (buff_meta->buff_effect()) {
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case kBET_AddCarBuff:
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return new AddCarBuff();
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default:
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return new Buff();
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}
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}
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server/gameserver/buff/bufffactory.h
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server/gameserver/buff/bufffactory.h
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#pragma once
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class BuffFactory
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{
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public:
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static Buff* MakeBuff(const mt::Buff* buff_meta);
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};
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