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C++ InitMovementInfoForBase函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中InitMovementInfoForBase函数的典型用法代码示例。如果您正苦于以下问题:C++ InitMovementInfoForBase函数的具体用法?C++ InitMovementInfoForBase怎么用?C++ InitMovementInfoForBase使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。



在下文中一共展示了InitMovementInfoForBase函数的5个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: UsableSeatNum

Vehicle::Vehicle(Unit* unit, VehicleEntry const* vehInfo, uint32 creatureEntry) :
UsableSeatNum(0), _me(unit), _vehicleInfo(vehInfo), _creatureEntry(creatureEntry), _status(STATUS_NONE)
{
    for (uint32 i = 0; i < MAX_VEHICLE_SEATS; ++i)
    {
        if (uint32 seatId = _vehicleInfo->m_seatID[i])
            if (VehicleSeatEntry const* veSeat = sVehicleSeatStore.LookupEntry(seatId))
            {
                Seats.insert(std::make_pair(i, VehicleSeat(veSeat)));
                if (veSeat->CanEnterOrExit())
                    ++UsableSeatNum;
            }
    }

    // Vehicle Immunities
    switch (GetVehicleInfo()->m_ID)
    {
        case 160:
        case 116:
            _me->SetControlled(true, UNIT_STATE_ROOT);
            _me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_KNOCK_BACK, true);
            _me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_KNOCK_BACK_DEST, true);
        case 117:
        case 324:
        case 158:
        case 79:
        case 106:
            _me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_HEAL_PCT, true);
            _me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_ATTACK_ME, true);
            _me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_DISPEL, true);
            _me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_HEAL, true);
            _me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_FEAR, true);
            _me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_PERIODIC_HEAL, true);
            _me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_STUN, true);
            _me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_ROOT, true);
            _me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_DECREASE_SPEED, true);
            _me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_CONFUSE, true);
            _me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_GRIP, true);
            _me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_SHIELD, true);
            _me->ApplySpellImmune(0, IMMUNITY_ID, 13810, true); // Frost Trap
            _me->ApplySpellImmune(0, IMMUNITY_ID, 55741, true); // Desecration Rank 1
            _me->ApplySpellImmune(0, IMMUNITY_ID, 68766, true); // Desecration Rank 2
            break;
        default:
            break;
    }

    // Set or remove correct flags based on available seats. Will overwrite db data (if wrong).
    if (UsableSeatNum)
        _me->SetFlag(UNIT_NPC_FLAGS, (_me->GetTypeId() == TYPEID_PLAYER ? UNIT_NPC_FLAG_PLAYER_VEHICLE : UNIT_NPC_FLAG_SPELLCLICK));
    else
        _me->RemoveFlag(UNIT_NPC_FLAGS, (_me->GetTypeId() == TYPEID_PLAYER ? UNIT_NPC_FLAG_PLAYER_VEHICLE : UNIT_NPC_FLAG_SPELLCLICK));

    InitMovementInfoForBase();
}
开发者ID:bromacia,项目名称:TrinityCore-3.3.5a,代码行数:55,代码来源:Vehicle.cpp


示例2: _me

Vehicle::Vehicle(Unit* unit, VehicleEntry const* vehInfo, uint32 creatureEntry) : _me(unit), _vehicleInfo(vehInfo), _usableSeatNum(0), _creatureEntry(creatureEntry)
{
    for (uint32 i = 0; i < MAX_VEHICLE_SEATS; ++i)
    {
        if (uint32 seatId = _vehicleInfo->m_seatID[i])
            if (VehicleSeatEntry const* veSeat = sVehicleSeatStore.LookupEntry(seatId))
            {
                Seats.insert(std::make_pair(i, VehicleSeat(veSeat)));
                if (veSeat->CanEnterOrExit())
                    ++_usableSeatNum;
            }
    }

    // HACKY WAY, We must found a more generic way to handle this
    // Set inmunities since db ones are rewritten with player's ones
    switch (GetVehicleInfo()->m_ID)
    {
        case 160:
        case 116:
        case 452:
        case 453:
        case 510:
            _me->SetControlled(true, UNIT_STATE_ROOT);
            _me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_KNOCK_BACK, true);
            _me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_KNOCK_BACK_DEST, true);
       case 117:
       case 324:
       case 158:
       case 79:
       case 106:
            _me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_HEAL_PCT, true);
            _me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_ATTACK_ME, true);
            _me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_DISPEL, true);
            _me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_HEAL, true);
            _me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_FEAR, true);
            _me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_PERIODIC_HEAL, true);
            _me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_STUN, true);
            _me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_ROOT, true);
            _me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_DECREASE_SPEED, true);
            _me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_CONFUSE, true);
            _me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_GRIP, true);
            _me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_SHIELD, true);
            _me->ApplySpellImmune(0, IMMUNITY_ID, 13810, true); // Frost Trap
            _me->ApplySpellImmune(0, IMMUNITY_ID, 55741, true); // Desecration Rank 1
            _me->ApplySpellImmune(0, IMMUNITY_ID, 68766, true); // Desecration Rank 2
            break;
        default:
            break;
    }

    InitMovementInfoForBase();
}
开发者ID:bahajan95,项目名称:flame-core,代码行数:52,代码来源:Vehicle.cpp


示例3: _me

Vehicle::Vehicle(Unit* unit, VehicleEntry const* vehInfo, uint32 creatureEntry) : _me(unit), _vehicleInfo(vehInfo), _usableSeatNum(0), _creatureEntry(creatureEntry)
{
    for(uint32 i = 0; i < MAX_VEHICLE_SEATS; ++i)
    {
        if(uint32 seatId = _vehicleInfo->m_seatID[i])
            if(VehicleSeatEntry const* veSeat = sVehicleSeatStore.LookupEntry(seatId))
            {
                Seats.insert(std::make_pair(i, VehicleSeat(veSeat)));
                if(veSeat->CanEnterOrExit())
                    ++_usableSeatNum;
            }
    }

    InitMovementInfoForBase();
}
开发者ID:FreedomEmu,项目名称:FreedomEmu,代码行数:15,代码来源:Vehicle.cpp


示例4: UsableSeatNum

Vehicle::Vehicle(Unit* unit, VehicleEntry const* vehInfo, uint32 creatureEntry) :
UsableSeatNum(0), _me(unit), _vehicleInfo(vehInfo), _creatureEntry(creatureEntry), _status(STATUS_NONE)
{
    for (uint32 i = 0; i < MAX_VEHICLE_SEATS; ++i)
    {
        if (uint32 seatId = _vehicleInfo->m_seatID[i])
            if (VehicleSeatEntry const* veSeat = sVehicleSeatStore.LookupEntry(seatId))
            {
                Seats.insert(std::make_pair(i, VehicleSeat(veSeat)));
                if (veSeat->CanEnterOrExit())
                    ++UsableSeatNum;
            }
    }

    // Set or remove correct flags based on available seats. Will overwrite db data (if wrong).
    if (UsableSeatNum)
        _me->SetFlag(UNIT_NPC_FLAGS, (_me->GetTypeId() == TYPEID_PLAYER ? UNIT_NPC_FLAG_PLAYER_VEHICLE : UNIT_NPC_FLAG_SPELLCLICK));
    else
        _me->RemoveFlag(UNIT_NPC_FLAGS, (_me->GetTypeId() == TYPEID_PLAYER ? UNIT_NPC_FLAG_PLAYER_VEHICLE : UNIT_NPC_FLAG_SPELLCLICK));

    InitMovementInfoForBase();
}
开发者ID:MICHAL53Q,项目名称:TrinityCore,代码行数:22,代码来源:Vehicle.cpp


示例5: me

Vehicle::Vehicle(Unit *unit, VehicleEntry const *vehInfo, uint32 creatureEntry)
: me(unit), m_vehicleInfo(vehInfo), m_usableSeatNum(0), m_bonusHP(0), m_creatureEntry(creatureEntry)
{
    for (uint32 i = 0; i < MAX_VEHICLE_SEATS; ++i)
    {
        if (uint32 seatId = m_vehicleInfo->m_seatID[i])
            if (VehicleSeatEntry const *veSeat = sVehicleSeatStore.LookupEntry(seatId))
            {
                m_Seats.insert(std::make_pair(i, VehicleSeat(veSeat)));
                if (veSeat->CanEnterOrExit())
                    ++m_usableSeatNum;
            }
    }

    // HACKY WAY, We must found a more generic way to handle this
    // Set inmunities since db ones are rewritten with player's ones
    switch (GetVehicleInfo()->m_ID)
    {
        case 160:
            me->SetControlled(true, UNIT_STAT_ROOT);
            me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_KNOCK_BACK, true);
            me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_KNOCK_BACK_DEST, true);
        case 158:
            me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_HEAL, true);
            me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_FEAR, true);
            me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_PERIODIC_HEAL, true);
            me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_STUN, true);
            me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_ROOT, true);
            me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_DECREASE_SPEED, true);
            me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_CONFUSE, true);
            me->ApplySpellImmune(0, IMMUNITY_ID, 49560, true); // Death Grip jump effect
            break;
        default:
            break;
    }

    InitMovementInfoForBase();
}
开发者ID:sacel,项目名称:StrawberryEMU,代码行数:38,代码来源:Vehicle.cpp



注:本文中的InitMovementInfoForBase函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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