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C++ GetSlot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GetSlot函数的典型用法代码示例。如果您正苦于以下问题:C++ GetSlot函数的具体用法?C++ GetSlot怎么用?C++ GetSlot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GetSlot函数的20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: GetSlot

void Item::UpdateDuration(Player* owner, uint32 diff)
{
    if (!GetUInt32Value(ITEM_FIELD_DURATION))
        return;

    // DEBUG_LOG("Item::UpdateDuration Item (Entry: %u Duration %u Diff %u)", GetEntry(), GetUInt32Value(ITEM_FIELD_DURATION), diff);

    if (GetUInt32Value(ITEM_FIELD_DURATION) <= diff)
    {
        if (uint32 newItemId = sObjectMgr.GetItemExpireConvert(GetEntry()))
            owner->ConvertItem(this, newItemId);
        else
            owner->DestroyItem(GetBagSlot(), GetSlot(), true);
        return;
    }

    SetUInt32Value(ITEM_FIELD_DURATION, GetUInt32Value(ITEM_FIELD_DURATION) - diff);
    SetState(ITEM_CHANGED, owner);                          // save new time in database
}
开发者ID:82cheyenne82,项目名称:MaNGOS-Core-4.3.4,代码行数:19,代码来源:Item.cpp


示例2: GetName

void ArenaTeam::DelMember(uint64 guid)
{
    for (MemberList::iterator itr = m_members.begin(); itr != m_members.end(); ++itr)
        if (itr->guid == guid)
        {
            m_members.erase(itr);
            break;
        }

    if (Player *player = sObjectMgr->GetPlayer(guid))
    {
        player->GetSession()->SendArenaTeamCommandResult(ERR_ARENA_TEAM_QUIT_S, GetName(), "", 0);
        // delete all info regarding this team
        for (uint32 i = 0; i < ARENA_TEAM_END; ++i)
            player->SetArenaTeamInfoField(GetSlot(), ArenaTeamInfoType(i), 0);
        sLog->outArena("Player: %s [GUID: %u] left arena team type: %u [Id: %u].", player->GetName(), player->GetGUIDLow(), GetType(), GetId());
    }
    CharacterDatabase.PExecute("DELETE FROM arena_team_member WHERE arenateamid = '%u' AND guid = '%u'", GetId(), GUID_LOPART(guid));
}
开发者ID:Bes666,项目名称:sc406,代码行数:19,代码来源:ArenaTeam.cpp


示例3: Deactivate

bool CLatentEffect::Deactivate()
{
    if (IsActivated())
    {
        //remove the modifier from weapon, not player
        if (GetModValue() == Mod::ADDITIONAL_EFFECT || GetModValue() == Mod::DMG)
        {
            CCharEntity* PChar = (CCharEntity*)m_POwner;
			CItemWeapon* weapon = (CItemWeapon*)PChar->getEquip((SLOTTYPE)GetSlot());

            int16 modPower = GetModPower();

            if (weapon != nullptr && (weapon->isType(ITEM_ARMOR) || weapon->isType(ITEM_WEAPON)))
            {
                if (GetModValue() == Mod::ADDITIONAL_EFFECT)
                {
                    for (uint8 i = 0; i < weapon->modList.size(); ++i)
                    {
                        //ensure the additional effect is fully removed from the weapon
                        if (weapon->modList.at(i).getModID() == Mod::ADDITIONAL_EFFECT)
                        {
                            weapon->modList.at(i).setModAmount(0);
                        }
                    }
                }
                else
                {
                    weapon->addModifier(CModifier(GetModValue(), -modPower));
                }
            }

        }
        else
        {
            m_POwner->delModifier(m_ModValue, m_ModPower);
        }

        m_Activated = false;
        //printf("LATENT DEACTIVATED: %d\n", m_ModValue);
        return true;
    }
    return false;
}
开发者ID:DerpStarProject,项目名称:darkstar,代码行数:43,代码来源:latent_effect.cpp


示例4: defined

void Item::UpdateDuration(Player* owner, uint32 diff)
{
    if (!GetUInt32Value(ITEM_FIELD_DURATION))
        return;

#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
    sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "Item::UpdateDuration Item (Entry: %u Duration %u Diff %u)", GetEntry(), GetUInt32Value(ITEM_FIELD_DURATION), diff);
#endif

    if (GetUInt32Value(ITEM_FIELD_DURATION) <= diff)
    {
        sScriptMgr->OnItemExpire(owner, GetTemplate());
        owner->DestroyItem(GetBagSlot(), GetSlot(), true);
        return;
    }

    SetUInt32Value(ITEM_FIELD_DURATION, GetUInt32Value(ITEM_FIELD_DURATION) - diff);
    SetState(ITEM_CHANGED, owner);                          // save new time in database
}
开发者ID:Matt-One,项目名称:azerothcore-wotlk,代码行数:19,代码来源:Item.cpp


示例5: GetId

void ArenaTeam::SaveToDB()
{
    // Save team and member stats to db
    // Called after a match has ended or when calculating arena_points

    SQLTransaction trans = CharacterDatabase.BeginTransaction();

    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_ARENA_TEAM_STATS);
    stmt->setUInt16(0, Stats.Rating);
    stmt->setUInt16(1, Stats.WeekGames);
    stmt->setUInt16(2, Stats.WeekWins);
    stmt->setUInt16(3, Stats.SeasonGames);
    stmt->setUInt16(4, Stats.SeasonWins);
    stmt->setUInt32(5, Stats.Rank);
    stmt->setUInt32(6, GetId());
    trans->Append(stmt);

    for (MemberList::const_iterator itr = Members.begin(); itr != Members.end(); ++itr)
    {
        // Save the effort and go
        if (itr->WeekGames == 0)
            continue;

        stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_ARENA_TEAM_MEMBER);
        stmt->setUInt16(0, itr->PersonalRating);
        stmt->setUInt16(1, itr->WeekGames);
        stmt->setUInt16(2, itr->WeekWins);
        stmt->setUInt16(3, itr->SeasonGames);
        stmt->setUInt16(4, itr->SeasonWins);
        stmt->setUInt32(5, GetId());
        stmt->setUInt32(6, itr->Guid.GetCounter());
        trans->Append(stmt);

        stmt = CharacterDatabase.GetPreparedStatement(CHAR_REP_CHARACTER_ARENA_STATS);
        stmt->setUInt32(0, itr->Guid.GetCounter());
        stmt->setUInt8(1, GetSlot());
        stmt->setUInt16(2, itr->MatchMakerRating);
        trans->Append(stmt);
    }

    CharacterDatabase.CommitTransaction(trans);
}
开发者ID:ElunaLuaEngine,项目名称:ElunaTrinityWotlk,代码行数:42,代码来源:ArenaTeam.cpp


示例6: ItemInHotbar

void cSlotArea::NumberClicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction)
{
	if ((a_ClickAction < caNumber1) || (a_ClickAction > caNumber9))
	{
		return;
	}

	int HotbarSlot = (int)a_ClickAction - (int)caNumber1;
	cItem ItemInHotbar(a_Player.GetInventory().GetHotbarSlot(HotbarSlot));
	cItem ItemInSlot(*GetSlot(a_SlotNum, a_Player));

	// The items are equal. Do nothing.
	if (ItemInHotbar.IsEqual(ItemInSlot))
	{
		return;
	}

	a_Player.GetInventory().SetHotbarSlot(HotbarSlot, ItemInSlot);
	SetSlot(a_SlotNum, a_Player, ItemInHotbar);
}
开发者ID:TonyMo,项目名称:MCServer,代码行数:20,代码来源:SlotArea.cpp


示例7: Validate

VOID
CSDHCBase::PowerUp(
                   )
{
    Validate();

    for (DWORD dwSlot = 0; dwSlot < m_cSlots; ++dwSlot) {
        PCSDHCSlotBase pSlot = GetSlot(dwSlot);

        CEDEVICE_POWER_STATE cpsRequired = pSlot->GetPowerUpRequirement();
        if (cpsRequired < m_cpsCurrent) {
            // Move controller to higher power state initially since
            // it will need to be powered for the slot to access
            // registers.
            SetControllerPowerState(cpsRequired);
        }

        pSlot->PowerUp();
    }
}
开发者ID:darwinbeing,项目名称:wince-on-iphone,代码行数:20,代码来源:sdhc.cpp


示例8: GetSlot

void cSlotAreaEnchanting::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_Apply, bool a_KeepEmptySlots)
{
	const cItem * Slot = GetSlot(0, a_Player);
	if (!Slot->IsEmpty())
	{
		return;
	}

	if (a_Apply)
	{
		SetSlot(0, a_Player, a_ItemStack.CopyOne());
	}
	a_ItemStack.m_ItemCount -= 1;
	if (a_ItemStack.m_ItemCount <= 0)
	{
		a_ItemStack.Empty();
	}

	UpdateResult(a_Player);
}
开发者ID:MuhammadWang,项目名称:MCServer,代码行数:20,代码来源:SlotArea.cpp


示例9: GhostRecorder

void CGhost::StopRecord(int Time)
{
	m_Recording = false;
	bool RecordingToFile = GhostRecorder()->IsRecording();

	if(RecordingToFile)
		GhostRecorder()->Stop(m_CurGhost.m_Path.Size(), Time);

	CMenus::CGhostItem *pOwnGhost = m_pClient->m_pMenus->GetOwnGhost();
	if(Time > 0 && (!pOwnGhost || Time < pOwnGhost->m_Time))
	{
		if(pOwnGhost && pOwnGhost->Active())
			Unload(pOwnGhost->m_Slot);

		// add to active ghosts
		int Slot = GetSlot();
		if(Slot != -1)
			m_aActiveGhosts[Slot] = std::move(m_CurGhost);

		// create ghost item
		CMenus::CGhostItem Item;
		if(RecordingToFile)
			GetPath(Item.m_aFilename, sizeof(Item.m_aFilename), m_CurGhost.m_aPlayer, Time);
		str_copy(Item.m_aPlayer, m_CurGhost.m_aPlayer, sizeof(Item.m_aPlayer));
		Item.m_Time = Time;
		Item.m_Slot = Slot;

		// save new ghost file
		if(Item.HasFile())
			Storage()->RenameFile(m_aTmpFilename, Item.m_aFilename, IStorage::TYPE_SAVE);

		// add item to menu list
		m_pClient->m_pMenus->UpdateOwnGhost(Item);
	}
	else if(RecordingToFile) // no new record
		Storage()->RemoveFile(m_aTmpFilename, IStorage::TYPE_SAVE);

	m_aTmpFilename[0] = 0;

	m_CurGhost.Reset();
}
开发者ID:Laxa,项目名称:ddnet,代码行数:41,代码来源:ghost.cpp


示例10: Item

void Item::UpdateDuration(Player* owner, uint32 diff)
{
    if (!GetUInt32Value(ITEM_FIELD_DURATION))
        return;

    sLog.outDebug("Item::UpdateDuration Item (Entry: %u Duration %u Diff %u)",GetEntry(),GetUInt32Value(ITEM_FIELD_DURATION),diff);

    if (GetUInt32Value(ITEM_FIELD_DURATION)<=diff)
    {
		uint32 itemId = this->GetEntry();
		Script->ItemExpire(owner, GetProto());
        owner->DestroyItem(GetBagSlot(), GetSlot(), true);           
		ItemPosCountVec dest;

		if (itemId == 39878) //Mysterious Egg
        {
            uint8 msg = owner->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, 39883, 1);
            if (msg == EQUIP_ERR_OK)
            {
                Item* item = owner->StoreNewItem(dest,39883,true);
                if (item)
                    owner->SendNewItem(item,1,false,true);
            }
        }

        if (itemId == 44717) //Disgusting Jar
		{
            uint8 msg = owner->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, 44718, 1);
			if (msg == EQUIP_ERR_OK)
			{
                Item* item = owner->StoreNewItem(dest,44718,true);
                if (item)
                    owner->SendNewItem(item,1,false,true);
            }
        }
        return;
    }

    SetUInt32Value(ITEM_FIELD_DURATION, GetUInt32Value(ITEM_FIELD_DURATION) - diff);
    SetState(ITEM_CHANGED, owner);                          // save new time in database
}
开发者ID:Sanzzes,项目名称:wopc-core,代码行数:41,代码来源:Item.cpp


示例11: GetSlot

// New function to Card detect thread of HSMMC ch1 on SMDK6410.
DWORD CSDHControllerCh1::CardDetectThread() {
    BOOL  bSlotStateChanged = FALSE;
    DWORD dwWaitResult  = WAIT_TIMEOUT;
    PCSDHCSlotBase pSlotZero = GetSlot(0);

    CeSetThreadPriority(GetCurrentThread(), 100);

    while(1) {
        // Wait for the next insertion/removal interrupt
        dwWaitResult = WaitForSingleObject(m_hevCardDetectEvent, INFINITE);

        Lock();
        pSlotZero->HandleInterrupt(SDSLOT_INT_CARD_DETECTED);
        Unlock();
        InterruptDone(m_dwSDDetectSysIntr);

        EnableCardDetectInterrupt();
    }

    return TRUE;
}
开发者ID:HITEG,项目名称:TenByTen6410_SLC,代码行数:22,代码来源:s3c6410_hsmmc.cpp


示例12: Activate

void CLatentEffect::Activate()
{
    if( !IsActivated() )
    {
        //additional effect/dmg latents add mod to weapon, not player
        if (GetModValue() == MOD_ADDITIONAL_EFFECT || GetModValue() == MOD_DMG)
        {
            CCharEntity* PChar = (CCharEntity*)m_POwner;
            CItemWeapon* weapon = (CItemWeapon*)PChar->getEquip((SLOTTYPE)GetSlot());

            weapon->addModifier(new CModifier(GetModValue(), GetModPower()));
        }
        else
        {
            m_POwner->addModifier(m_ModValue, m_ModPower);
        }

        m_Activated = true;
        //printf("LATENT ACTIVATED: %d, Current value: %d\n", m_ModValue, m_POwner->getMod(m_ModValue));
    }
}
开发者ID:maxtherabbit,项目名称:darkstar,代码行数:21,代码来源:latent_effect.cpp


示例13: GetSlot

void Item::UpdateDuration(Player* owner, uint32 diff)
{
    if (!GetUInt32Value(ITEM_FIELD_DURATION))
        return;

    //DEBUG_LOG("Item::UpdateDuration Item (Entry: %u Duration %u Diff %u)",GetEntry(),GetUInt32Value(ITEM_FIELD_DURATION),diff);

    if (GetUInt32Value(ITEM_FIELD_DURATION)<=diff)
    {
        owner->DestroyItem(GetBagSlot(), GetSlot(), true);
        return;
    }

    SetUInt32Value(ITEM_FIELD_DURATION, GetUInt32Value(ITEM_FIELD_DURATION) - diff);
    SetState(ITEM_CHANGED, owner);                          // save new time in database

    //Remove refundable flag for next time if item is no logner refundable
    if(HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_REFUNDABLE))
        if(!GetUInt32Value(ITEM_FIELD_CREATE_PLAYED_TIME) || (GetOwner() && GetOwner()->m_Played_time[0] > (GetUInt32Value(ITEM_FIELD_CREATE_PLAYED_TIME) + 2*60*60)))
            RemoveFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_REFUNDABLE);
}
开发者ID:Nny,项目名称:Core,代码行数:21,代码来源:Item.cpp


示例14: GetName

void ArenaTeam::DelMember(ObjectGuid guid)
{
    for (MemberList::iterator itr = m_members.begin(); itr != m_members.end(); ++itr)
    {
        if (itr->guid == guid)
        {
            m_members.erase(itr);
            break;
        }
    }

    if(Player *player = sObjectMgr.GetPlayer(guid))
    {
        player->GetSession()->SendArenaTeamCommandResult(ERR_ARENA_TEAM_QUIT_S, GetName(), "", 0);
        // delete all info regarding this team
        for(int i = 0; i < ARENA_TEAM_END; ++i)
            player->SetArenaTeamInfoField(GetSlot(), ArenaTeamInfoType(i), 0);
    }

    CharacterDatabase.PExecute("DELETE FROM arena_team_member WHERE arenateamid = '%u' AND guid = '%u'", GetId(), guid.GetCounter());
}
开发者ID:Archives,项目名称:easy-mangos,代码行数:21,代码来源:ArenaTeam.cpp


示例15: GetName

void ArenaTeam::DelMember(uint64 guid)
{
    for (MemberList::iterator itr = m_members.begin(); itr != m_members.end(); ++itr)
    {
        if (itr->guid == guid)
        {
            m_members.erase(itr);
            break;
        }
    }

    if(Player *player = objmgr.GetPlayer(guid))
    {
        player->GetSession()->SendArenaTeamCommandResult(ERR_ARENA_TEAM_QUIT_S, GetName(), "", 0);
        // delete all info regarding this team
        for(int i = 0; i < ARENA_TEAM_END; ++i)
            player->SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (GetSlot() * ARENA_TEAM_END) + i, 0);
    }

    CharacterDatabase.PExecute("DELETE FROM arena_team_member WHERE arenateamid = '%u' AND guid = '%u'", GetId(), GUID_LOPART(guid));
}
开发者ID:1thew,项目名称:mangos,代码行数:21,代码来源:ArenaTeam.cpp


示例16: SetSlot

void CInventoryItem::load(IReader &packet)
{
	m_eItemPlace			= (EItemPlace)packet.r_u8();
	m_fCondition			= packet.r_float();
	SetSlot (packet.r_u8());
	if (GetSlot() == 255)
		SetSlot (NO_ACTIVE_SLOT);

	u8						tmp = packet.r_u8();
	
	if (!tmp)
		return;
	
	if (!object().PPhysicsShell()) {
		object().setup_physic_shell	();
		object().PPhysicsShell()->Disable();
	}
	
	object().PHLoadState(packet);
	object().PPhysicsShell()->Disable();
}
开发者ID:OLR-xray,项目名称:OLR-3.0,代码行数:21,代码来源:inventory_item.cpp


示例17: GetRatingMod

void ArenaTeam::OfflineMemberLost(uint64 guid, uint32 againstMatchmakerRating, int32 MatchmakerRatingChange)
{
    // Called for offline player after ending rated arena match!
    for (MemberList::iterator itr = Members.begin(); itr !=  Members.end(); ++itr)
    {
        if (itr->Guid == guid)
        {
            // update personal rating
            int32 mod = GetRatingMod(itr->PersonalRating, againstMatchmakerRating, false);
            itr->ModifyPersonalRating(NULL, mod, GetType());

            // update matchmaker rating
            itr->ModifyMatchmakerRating(MatchmakerRatingChange, GetSlot());

            // update personal played stats
            itr->WeekGames += 1;
            itr->SeasonGames += 1;
            return;
        }
    }
}
开发者ID:Crash911,项目名称:RaptoredSkyFire,代码行数:21,代码来源:ArenaTeam.cpp


示例18: Result

void cSlotAreaCrafting::ShiftClickedResult(cPlayer & a_Player)
{
	cItem Result(*GetSlot(0, a_Player));
	if (Result.IsEmpty())
	{
		return;
	}
	cItem * PlayerSlots = GetPlayerSlots(a_Player) + 1;
	for (;;)
	{
		// Try distributing the result. If it fails, bail out:
		cItem ResultCopy(Result);
		m_ParentWindow.DistributeStack(ResultCopy, a_Player, this, false);
		if (!ResultCopy.IsEmpty())
		{
			// Couldn't distribute all of it. Bail out
			return;
		}
		
		// Distribute the result, this time for real:
		ResultCopy = Result;
		m_ParentWindow.DistributeStack(ResultCopy, a_Player, this, true);

		// Remove the ingredients from the crafting grid and update the recipe:
		cCraftingRecipe & Recipe = GetRecipeForPlayer(a_Player);
		cCraftingGrid Grid(PlayerSlots, m_GridSize, m_GridSize);
		Recipe.ConsumeIngredients(Grid);
		Grid.CopyToItems(PlayerSlots);
		UpdateRecipe(a_Player);

		// Broadcast the window, we sometimes move items to different locations than Vanilla, causing needless desyncs:
		m_ParentWindow.BroadcastWholeWindow();
		
		// If the recipe has changed, bail out:
		if (!Recipe.GetResult().IsEqual(Result))
		{
			return;
		}
	}
}
开发者ID:RedEnraged96,项目名称:MCServer-1,代码行数:40,代码来源:SlotArea.cpp


示例19: UNUSED

int cInventory::HowManyCanFit(const cItem & a_ItemStack, int a_BeginSlotNum, int a_EndSlotNum, bool a_ConsiderEmptySlots)
{

	UNUSED(a_ConsiderEmptySlots);
	if ((a_BeginSlotNum < 0) || (a_BeginSlotNum >= invNumSlots))
	{
		LOGWARNING("%s: Bad BeginSlotNum, got %d, there are %d slots; correcting to 0.", __FUNCTION__, a_BeginSlotNum, invNumSlots - 1);
		a_BeginSlotNum = 0;
	}
	if ((a_EndSlotNum < 0) || (a_EndSlotNum >= invNumSlots))
	{
		LOGWARNING("%s: Bad EndSlotNum, got %d, there are %d slots; correcting to %d.", __FUNCTION__, a_BeginSlotNum, invNumSlots, invNumSlots - 1);
		a_EndSlotNum = invNumSlots - 1;
	}
	if (a_BeginSlotNum > a_EndSlotNum)
	{
		std::swap(a_BeginSlotNum, a_EndSlotNum);
	}

	char NumLeft = a_ItemStack.m_ItemCount;
	int MaxStack = ItemHandler(a_ItemStack.m_ItemType)->GetMaxStackSize();
	for (int i = a_BeginSlotNum; i <= a_EndSlotNum; i++)
	{
		const cItem & Slot = GetSlot(i);
		if (Slot.IsEmpty())
		{
			NumLeft -= MaxStack;
		}
		else if (Slot.IsEqual(a_ItemStack))
		{
			NumLeft -= MaxStack - Slot.m_ItemCount;
		}
		if (NumLeft <= 0)
		{
			// All items fit
			return a_ItemStack.m_ItemCount;
		}
	}  // for i - m_Slots[]
	return a_ItemStack.m_ItemCount - NumLeft;
}
开发者ID:36451,项目名称:MCServer,代码行数:40,代码来源:Inventory.cpp


示例20: ToDistribute

void cWindow::OnRightPaintEnd(cPlayer & a_Player)
{
	// Process the entire action stored in the internal structures for inventory painting
	// distribute one item into each slot

	const cSlotNums & SlotNums = a_Player.GetInventoryPaintSlots();
	cItem ToDistribute(a_Player.GetDraggingItem());

	int NumDistributed = DistributeItemToSlots(a_Player, ToDistribute, 1, SlotNums);

	// Remove the items distributed from the dragging item:
	a_Player.GetDraggingItem().m_ItemCount -= NumDistributed;
	if (a_Player.GetDraggingItem().m_ItemCount == 0)
	{
		a_Player.GetDraggingItem().Empty();
	}

	SendWholeWindow(*a_Player.GetClientHandle());

	// To fix #2345 (custom recipes don't work when inventory-painting), we send the result slot explicitly once again
	// This is a fix for what seems like a client-side bug
	a_Player.GetClientHandle()->SendInventorySlot(m_WindowID, 0, *GetSlot(a_Player, 0));
}
开发者ID:UltraCoderRU,项目名称:MCServer,代码行数:23,代码来源:Window.cpp



注:本文中的GetSlot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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