protected override void ProcessAction_Die(GameStruct.Action act)
{
//变为幽灵
//TransformGhost();
//死亡标记
BaseObject obj = act.GetObject(0) as BaseObject;
NetMsg.MsgMonsterDieInfo die = new NetMsg.MsgMonsterDieInfo();
die.monsterid = this.GetTypeId();
die.roleid = obj.GetTypeId();
die.role_x = this.GetCurrentX();
die.role_y = this.GetCurrentY();
die.tag = 14;
this.BroadcastBuffer(die.GetBuffer(), true);
m_bGhost = true;
mnGhostTick = System.Environment.TickCount;
//死亡之后自动攻击目标为Null
this.GetFightSystem().SetAutoAttackTarget(null);
this.GetPKSystem().Die(obj);
//亡念巫灵原地复活//要在删除状态之前调用该代码
if (this.GetTimerSystem().QueryStatus(GameStruct.RoleStatus.STATUS_WANGNIANWULING) != null)
{
this.Alive(true);
}
//移除一些死亡后的状态
this.GetTimerSystem().Die_DeleteState();
//死亡后幻兽也要召回
this.GetEudemonSystem().Eudemon_ReCallAll();
//死亡后骑乘幻兽中就下马
if (this.GetMountID() > 0)
{
this.TakeOffMount(0);
}
this.GetTimerSystem().AddStatus(GameStruct.RoleStatus.STATUS_DIE);
}