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

void BattlegroundAB::_NodeOccupied(uint8 node, Team team)
{
    if (!AddSpiritGuide(node, BG_AB_SpiritGuidePos[node][0], BG_AB_SpiritGuidePos[node][1], BG_AB_SpiritGuidePos[node][2], BG_AB_SpiritGuidePos[node][3], team))
        sLog->outError("Failed to spawn spirit guide! point: %u, team: %u, ", node, team);

    uint8 capturedNodes = 0;
    for (uint8 i = 0; i < BG_AB_DYNAMIC_NODES_COUNT; ++i)
    {
        if (m_Nodes[node] == GetTeamIndexByTeamId(team) + BG_AB_NODE_TYPE_OCCUPIED && !m_NodeTimers[i])
            ++capturedNodes;
    }
    if (capturedNodes >= 5)
        CastSpellOnTeam(SPELL_AB_QUEST_REWARD_5_BASES, team);
    if (capturedNodes >= 4)
        CastSpellOnTeam(SPELL_AB_QUEST_REWARD_4_BASES, team);

    if (node >= BG_AB_DYNAMIC_NODES_COUNT)//only dynamic nodes, no start points
        return;
    Creature* trigger = GetBGCreature(node+7);//0-6 spirit guides
    if (!trigger)
       trigger = AddCreature(WORLD_TRIGGER, node+7, team, BG_AB_NodePositions[node][0], BG_AB_NodePositions[node][1], BG_AB_NodePositions[node][2], BG_AB_NodePositions[node][3]);

    //add bonus honor aura trigger creature when node is accupied
    //cast bonus aura (+50% honor in 25yards)
    //aura should only apply to players who have accupied the node, set correct faction for trigger
    if (trigger)
    {
        trigger->setFaction(team == ALLIANCE ? 84 : 83);
        trigger->CastSpell(trigger, SPELL_HONORABLE_DEFENDER_25Y, false);
    }
}
开发者ID:TDMarko,项目名称:SkyFireEMU_rebase,代码行数:31,代码来源:BattlegroundAB.cpp


示例2: CastSpellOnTeam

/*! Handles end of battleground rewards (marks etc)
 *  \param winningTeam Team that won the battleground
 *  \returns True if CBattleground class should finish applying rewards, false if we handled it fully */
bool ArathiBasin::HandleFinishBattlegroundRewardCalculation(PlayerTeam winningTeam)
{
    CastSpellOnTeam(winningTeam, 43484);
    CastSpellOnTeam(winningTeam, 69153);
    CastSpellOnTeam(winningTeam, 69499);
    CastSpellOnTeam(winningTeam, 69500);
    return true;
}
开发者ID:Nupper,项目名称:AscEmu,代码行数:11,代码来源:ArathiBasin.cpp


示例3: CastSpellOnTeam

/*! Handles end of battleground rewards (marks etc)
*  \param winningTeam Team that won the battleground
*  \returns True if CBattleground class should finish applying rewards, false if we handled it fully */
bool WarsongGulch::HandleFinishBattlegroundRewardCalculation(PlayerTeam winningTeam)
{
    CastSpellOnTeam(winningTeam, 69158);
    CastSpellOnTeam(winningTeam, 69496);
    CastSpellOnTeam(winningTeam, 69497);
    CastSpellOnTeam(winningTeam, 69498);
    return true;
}
开发者ID:master312,项目名称:AscEmu,代码行数:11,代码来源:WarsongGulch.cpp


示例4: UpdatePvPData

bool EyeOfTheStorm::GivePoints(uint32 team, uint32 points)
{
	//printf("EOTS: Give team %u %u points.\n", team, points);

	m_points[team] += points;
	if((m_points[team] - m_lastHonorGainPoints[team]) >= resourcesToGainBH)
	{
		uint32 honorToAdd = m_honorPerKill;
		m_mainLock.Acquire();
		for(set<Player*>::iterator itr = m_players[team].begin(); itr != m_players[team].end(); ++itr)
		{
			(*itr)->m_bgScore.BonusHonor += honorToAdd;
			HonorHandler::AddHonorPointsToPlayer((*itr), honorToAdd);
		}

		UpdatePvPData();
		m_mainLock.Release();
		m_lastHonorGainPoints[team] += resourcesToGainBH;
	}

	if(m_points[team] >= 1600)
	{
		m_points[team] = 1600;

		m_ended = true;
		m_winningteam = static_cast<uint8>(team);
		m_nextPvPUpdateTime = 0;

		sEventMgr.RemoveEvents(this);
		sEventMgr.AddEvent(TO< CBattleground* >(this), &CBattleground::Close, EVENT_BATTLEGROUND_CLOSE, 120000, 1, EVENT_FLAG_DO_NOT_EXECUTE_IN_WORLD_CONTEXT);

		m_mainLock.Acquire();

		AddHonorToTeam( m_winningteam, 3 * 185 );

		CastSpellOnTeam( m_winningteam, 43477 );
		CastSpellOnTeam( m_winningteam, 69156 );

		if( m_winningteam == TEAM_ALLIANCE )
			AddHonorToTeam( TEAM_HORDE, 1 * 185 );
		else
			AddHonorToTeam( TEAM_ALLIANCE, 1 * 185 );

		m_mainLock.Release();
		SetWorldState(WORLDSTATE_EOTS_ALLIANCE_VICTORYPOINTS + team, m_points[team]);
		UpdatePvPData();
		return true;
	}

	SetWorldState(WORLDSTATE_EOTS_ALLIANCE_VICTORYPOINTS + team, m_points[team]);
	return false;
}
开发者ID:lev1976g,项目名称:NoxicCore,代码行数:52,代码来源:EyeOfTheStorm.cpp


示例5: CastSpellOnTeam

void BattleGroundAB::_NodeOccupied(uint8 node, Team team)
{
    uint8 capturedNodes = 0;
    for (uint8 i = 0; i < BG_AB_NODES_MAX; ++i)
    {
        if (m_Nodes[node] == GetTeamIndexByTeamId(team) + BG_AB_NODE_TYPE_OCCUPIED && !m_NodeTimers[i])
            ++capturedNodes;
    }
    if (capturedNodes >= 5)
        CastSpellOnTeam(SPELL_AB_QUEST_REWARD_5_BASES, team);
    if (capturedNodes >= 4)
        CastSpellOnTeam(SPELL_AB_QUEST_REWARD_4_BASES, team);
}
开发者ID:bread-and-butter,项目名称:server,代码行数:13,代码来源:BattleGroundAB.cpp


示例6: CastSpellOnTeam

void BattleGroundAB::_NodeOccupied(uint8 node,Team team)
{
    if (!AddSpiritGuide(node, BG_AB_SpiritGuidePos[node][0], BG_AB_SpiritGuidePos[node][1], BG_AB_SpiritGuidePos[node][2], BG_AB_SpiritGuidePos[node][3], team))
        sLog.outError("Failed to spawn spirit guide! point: %u, team: %u,", node, team);

    uint8 capturedNodes = 0;
    for (uint8 i = 0; i < BG_AB_NODES_MAX; ++i)
    {
        if (m_Nodes[node] == GetTeamIndexByTeamId(team) + BG_AB_NODE_TYPE_OCCUPIED && !m_NodeTimers[i])
            ++capturedNodes;
    }
    if (capturedNodes >= 5)
        CastSpellOnTeam(SPELL_AB_QUEST_REWARD_5_BASES, team);
    if (capturedNodes >= 4)
        CastSpellOnTeam(SPELL_AB_QUEST_REWARD_4_BASES, team);
}
开发者ID:Anonymus123,项目名称:AtomicCore-2.4.3,代码行数:16,代码来源:BattleGroundAB.cpp


示例7: CastSpellOnTeam

void BattleGroundAB::_NodeOccupied(uint8 node,Team team)
{
   if (!AddSpiritGuide(node, BG_AB_SpiritGuidePos[node][0], BG_AB_SpiritGuidePos[node][1], BG_AB_SpiritGuidePos[node][2], BG_AB_SpiritGuidePos[node][3], team))
        sLog.outLog(LOG_DEFAULT, "ERROR: Failed to spawn spirit guide! point: %u, team: %u,", node, team);
//   SpawnBGCreature(node,RESPAWN_IMMEDIATELY);

    uint8 capturedNodes = 0;
    for (uint8 i = 0; i < BG_AB_DYNAMIC_NODES_COUNT; ++i)
    {
        if (m_Nodes[node] == GetTeamIndexByTeamId(team) + BG_AB_NODE_TYPE_OCCUPIED && !m_NodeTimers[i])
            ++capturedNodes;
    }
    if (capturedNodes >= 5)
        CastSpellOnTeam(SPELL_AB_QUEST_REWARD_5_BASES, team);
    if (capturedNodes >= 4)
        CastSpellOnTeam(SPELL_AB_QUEST_REWARD_4_BASES, team);
}
开发者ID:Xadras,项目名称:looking4group-core,代码行数:17,代码来源:BattleGroundAB.cpp


示例8: ApplyPhaseMask

void BattlegroundAB::NodeOccupied(uint8 node)
{
	ApplyPhaseMask();
	AddSpiritGuide(node, BG_AB_SpiritGuidePos[node][0], BG_AB_SpiritGuidePos[node][1], BG_AB_SpiritGuidePos[node][2], BG_AB_SpiritGuidePos[node][3], _capturePointInfo[node]._ownerTeamId);

	++_controlledPoints[_capturePointInfo[node]._ownerTeamId];
    if (_controlledPoints[_capturePointInfo[node]._ownerTeamId] >= 5)
        CastSpellOnTeam(SPELL_AB_QUEST_REWARD_5_BASES, _capturePointInfo[node]._ownerTeamId);
    if (_controlledPoints[_capturePointInfo[node]._ownerTeamId] >= 4)
        CastSpellOnTeam(SPELL_AB_QUEST_REWARD_4_BASES, _capturePointInfo[node]._ownerTeamId);

	Creature* trigger = GetBgMap()->GetCreature(BgCreatures[BG_AB_ALL_NODES_COUNT + node]);
    if (!trigger)
        trigger = AddCreature(WORLD_TRIGGER, BG_AB_ALL_NODES_COUNT + node, BG_AB_NodePositions[node][0], BG_AB_NodePositions[node][1], BG_AB_NodePositions[node][2], BG_AB_NodePositions[node][3]);

    if (trigger)
    {
        trigger->setFaction(_capturePointInfo[node]._ownerTeamId == TEAM_ALLIANCE ? 84 : 83);
        trigger->CastSpell(trigger, SPELL_HONORABLE_DEFENDER_25Y, false);
    }
}
开发者ID:AlexHjelm,项目名称:sunwell,代码行数:21,代码来源:BattlegroundAB.cpp


示例9: AddHonorToTeam

void StrandOfTheAncient::Finish( uint32 winningteam ){
    sEventMgr.RemoveEvents( this );
	m_ended = true;
	m_winningteam = winningteam;

	uint32 losingteam;
	if( winningteam == TEAM_ALLIANCE )
		losingteam = TEAM_HORDE;
	else
		losingteam = TEAM_ALLIANCE;

	AddHonorToTeam( winningteam, 3 * 185 );
	AddHonorToTeam( losingteam, 1 * 185 );
	CastSpellOnTeam( m_winningteam, 61213 );

	UpdatePvPData();

	sEventMgr.AddEvent( TO< CBattleground* >( this ), &CBattleground::Close, EVENT_BATTLEGROUND_CLOSE, 120 * 1000, 1,0 );
}
开发者ID:Carbinfibre,项目名称:Script-Land,代码行数:19,代码来源:StrandOfTheAncient.cpp


示例10: switch

void IsleOfConquest::EventRefineryCaptured(){
    ControlPointTypes state = controlpoint[ IOC_CONTROL_POINT_REFINERY ].state;
    uint32 newteam = 0;
    uint32 oldteam = 0;
    
    switch( state ){
        case IOC_SPAWN_TYPE_ALLIANCE_CONTROLLED:
            newteam = TEAM_ALLIANCE;
            oldteam = TEAM_HORDE;
            break;
        case IOC_SPAWN_TYPE_HORDE_CONTROLLED:
            newteam = TEAM_HORDE;
            oldteam = TEAM_ALLIANCE;
            break;
    }

    RemoveAuraFromTeam( oldteam, IOC_REFINERY_BONUS );
    CastSpellOnTeam( newteam, IOC_REFINERY_BONUS );
}
开发者ID:Declipe,项目名称:AscEmu,代码行数:19,代码来源:IsleOfConquest.cpp


示例11: AddHonorToTeam

void IsleOfConquest::Finish( uint32 losingTeam ){
        if( m_ended )
            return;

        m_ended = true;
        sEventMgr.RemoveEvents(this);
        sEventMgr.AddEvent(TO< CBattleground* >(this), &CBattleground::Close, EVENT_BATTLEGROUND_CLOSE, 120 * 1000, 1,0);

        if( losingTeam == TEAM_ALLIANCE )
            m_winningteam = TEAM_HORDE;
        else
            m_winningteam = TEAM_ALLIANCE;

        AddHonorToTeam( m_winningteam, 3 * 185 );
        AddHonorToTeam( losingTeam, 1 * 185 );
        CastSpellOnTeam( m_winningteam, 67033 );

        UpdatePvPData();
}
开发者ID:Declipe,项目名称:AscEmu,代码行数:19,代码来源:IsleOfConquest.cpp


示例12: TC_LOG_ERROR

void BattlegroundIC::HandleCapturedNodes(ICNodePoint* nodePoint, bool recapture)
{
    if (nodePoint->nodeType != NODE_TYPE_REFINERY && nodePoint->nodeType != NODE_TYPE_QUARRY)
    {
        if (!AddSpiritGuide(BG_IC_NPC_SPIRIT_GUIDE_1+nodePoint->nodeType-2, BG_IC_SpiritGuidePos[nodePoint->nodeType], nodePoint->faction))
            TC_LOG_ERROR("bg.battleground", "Isle of Conquest: Failed to spawn spirit guide! point: %u, team: %u, ", nodePoint->nodeType, nodePoint->faction);
    }

    switch (nodePoint->gameobject_type)
    {
        case BG_IC_GO_HANGAR_BANNER:
            {
                if (!gunshipAlliance || !gunshipHorde)
                    break;

                std::list<Creature*> cannons;
                if (nodePoint->faction == TEAM_ALLIANCE)
                    gunshipAlliance->GetCreatureListWithEntryInGrid(cannons, NPC_ALLIANCE_GUNSHIP_CANNON, 150.0f);
                else
                    gunshipHorde->GetCreatureListWithEntryInGrid(cannons, NPC_HORDE_GUNSHIP_CANNON, 150.0f);

                for (Creature* cannon : cannons)
                    cannon->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);

                for (uint8 u = 0; u < MAX_HANGAR_TELEPORTERS_SPAWNS; ++u)
                {
                    uint8 type = BG_IC_GO_HANGAR_TELEPORTER_1 + u;
                    if (!AddObject(type, (nodePoint->faction == TEAM_ALLIANCE ? GO_ALLIANCE_GUNSHIP_PORTAL : GO_HORDE_GUNSHIP_PORTAL), BG_IC_HangarTeleporters[u], 0, 0, 0, 0, RESPAWN_ONE_DAY))
                        TC_LOG_ERROR("bg.battleground", "Isle of Conquest: There was an error spawning a gunship portal. Type: %u", BG_IC_GO_HANGAR_TELEPORTER_1 + u);
                }

                for (uint8 u = 0; u < MAX_HANGAR_TELEPORTER_EFFECTS_SPAWNS; ++u)
                {
                    uint8 type = BG_IC_GO_HANGAR_TELEPORTER_EFFECT_1 + u;
                    if (!AddObject(type, (nodePoint->faction == TEAM_ALLIANCE ? GO_ALLIANCE_GUNSHIP_PORTAL_EFFECTS : GO_HORDE_GUNSHIP_PORTAL_EFFECTS), BG_IC_HangarTeleporterEffects[u], 0, 0, 0, 0, RESPAWN_ONE_DAY, GO_STATE_ACTIVE))
                        TC_LOG_ERROR("bg.battleground", "Isle of Conquest: There was an error spawning a gunship portal effects. Type: %u", BG_IC_GO_HANGAR_TELEPORTER_1 + u);
                }

                for (uint8 u = 0; u < MAX_TRIGGER_SPAWNS_PER_FACTION; ++u)
                {
                    if (!AddCreature(NPC_WORLD_TRIGGER_NOT_FLOATING, BG_IC_NPC_WORLD_TRIGGER_NOT_FLOATING, BG_IC_HangarTrigger[nodePoint->faction], nodePoint->faction, RESPAWN_ONE_DAY, nodePoint->faction == TEAM_ALLIANCE ? gunshipAlliance : gunshipHorde))
                        TC_LOG_ERROR("bg.battleground", "Isle of Conquest: There was an error spawning a world trigger. Type: %u", BG_IC_NPC_WORLD_TRIGGER_NOT_FLOATING);
                }

                for (uint8 u = 0; u < MAX_CAPTAIN_SPAWNS_PER_FACTION; ++u)
                {
                    uint8 type = BG_IC_NPC_GUNSHIP_CAPTAIN_1 + u;

                    if (type == BG_IC_NPC_GUNSHIP_CAPTAIN_1)
                        if (AddCreature(nodePoint->faction == TEAM_ALLIANCE ? NPC_ALLIANCE_GUNSHIP_CAPTAIN : NPC_HORDE_GUNSHIP_CAPTAIN, type, BG_IC_HangarCaptains[nodePoint->faction == TEAM_ALLIANCE ? 2 : 0], nodePoint->faction, RESPAWN_ONE_DAY))
                            GetBGCreature(BG_IC_NPC_GUNSHIP_CAPTAIN_1)->GetAI()->DoAction(ACTION_GUNSHIP_READY);

                    if (type == BG_IC_NPC_GUNSHIP_CAPTAIN_2)
                        if (!AddCreature(nodePoint->faction == TEAM_ALLIANCE ? NPC_ALLIANCE_GUNSHIP_CAPTAIN : NPC_HORDE_GUNSHIP_CAPTAIN, type, BG_IC_HangarCaptains[nodePoint->faction == TEAM_ALLIANCE ? 3 : 1], nodePoint->faction, RESPAWN_ONE_DAY, nodePoint->faction == TEAM_ALLIANCE ? gunshipAlliance : gunshipHorde))
                            TC_LOG_ERROR("bg.battleground", "Isle of Conquest: There was an error spawning a world trigger. Type: %u", BG_IC_NPC_GUNSHIP_CAPTAIN_2);
                }

                (nodePoint->faction == TEAM_ALLIANCE ? gunshipAlliance : gunshipHorde)->EnableMovement(true);
                break;
            }
        case BG_IC_GO_QUARRY_BANNER:
            RemoveAuraOnTeam(SPELL_QUARRY, (nodePoint->faction == TEAM_ALLIANCE ? HORDE : ALLIANCE));
            CastSpellOnTeam(SPELL_QUARRY, (nodePoint->faction == TEAM_ALLIANCE ? ALLIANCE : HORDE));
            break;
        case BG_IC_GO_REFINERY_BANNER:
            RemoveAuraOnTeam(SPELL_OIL_REFINERY, (nodePoint->faction == TEAM_ALLIANCE ? HORDE : ALLIANCE));
            CastSpellOnTeam(SPELL_OIL_REFINERY, (nodePoint->faction == TEAM_ALLIANCE ? ALLIANCE : HORDE));
            break;
        case BG_IC_GO_DOCKS_BANNER:
            if (recapture)
                break;

            if (docksTimer < DOCKS_UPDATE_TIME)
                docksTimer = DOCKS_UPDATE_TIME;

            // we must del opposing faction vehicles when the node is captured (unused ones)
            for (uint8 i = (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_GLAIVE_THROWER_1_H : BG_IC_NPC_GLAIVE_THROWER_1_A); i < (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_GLAIVE_THROWER_2_H : BG_IC_NPC_GLAIVE_THROWER_2_A); ++i)
            {
                if (Creature* glaiveThrower = GetBGCreature(i, false))
                {
                    if (Vehicle* vehicleGlaive = glaiveThrower->GetVehicleKit())
                    {
                        if (!vehicleGlaive->GetPassenger(0))
                            DelCreature(i);
                    }
                }
            }

            for (uint8 i = (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_CATAPULT_1_H : BG_IC_NPC_CATAPULT_1_A); i < (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_CATAPULT_4_H  : BG_IC_NPC_CATAPULT_4_A); ++i)
            {
                if (Creature* catapult = GetBGCreature(i, false))
                {
                    if (Vehicle* vehicleGlaive = catapult->GetVehicleKit())
                    {
                        if (!vehicleGlaive->GetPassenger(0))
                            DelCreature(i);
                    }
                }
            }

//.........这里部分代码省略.........
开发者ID:Abrek,项目名称:My-WoDCore-6.x.x,代码行数:101,代码来源:BattlegroundIC.cpp


示例13: switch

void BattlegroundIC::HandleCapturedNodes(ICNodePoint* nodePoint, bool recapture)
{
    if (nodePoint->nodeType != NODE_TYPE_REFINERY && nodePoint->nodeType != NODE_TYPE_QUARRY)
    {
        if (!AddSpiritGuide(BG_IC_NPC_SPIRIT_GUIDE_1+nodePoint->nodeType-2,
            BG_IC_SpiritGuidePos[nodePoint->nodeType][0], BG_IC_SpiritGuidePos[nodePoint->nodeType][1],
            BG_IC_SpiritGuidePos[nodePoint->nodeType][2], BG_IC_SpiritGuidePos[nodePoint->nodeType][3],
            nodePoint->faction))
            sLog->outError("Isle of Conquest: Failed to spawn spirit guide! point: %u, team: %u, ", nodePoint->nodeType, nodePoint->faction);
    }

    switch (nodePoint->gameobject_type)
    {
        case BG_IC_GO_HANGAR_BANNER:
        {
            if (!gunshipAlliance || !gunshipHorde)
                break;

            std::list<Creature*> cannons;
            if (nodePoint->faction == TEAM_ALLIANCE)
                gunshipAlliance->GetCreatureListWithEntryInGrid(cannons, NPC_ALLIANCE_GUNSHIP_CANNON, 150.0f);
            else
                gunshipHorde->GetCreatureListWithEntryInGrid(cannons, NPC_HORDE_GUNSHIP_CANNON, 150.0f);

			for (std::list<Creature*>::const_iterator itr = cannons.begin(); itr != cannons.end(); ++itr)
                (*itr)->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);

            for (uint8 u = 0; u < MAX_HANGAR_TELEPORTERS_SPAWNS; ++u)
            {
                uint8 type = BG_IC_GO_HANGAR_TELEPORTER_1 + u;
				if (!AddObject(type, (nodePoint->faction == TEAM_ALLIANCE ? GO_ALLIANCE_GUNSHIP_PORTAL : GO_HORDE_GUNSHIP_PORTAL), BG_IC_HangarTeleporters[u].GetPositionX(), BG_IC_HangarTeleporters[u].GetPositionY(), BG_IC_HangarTeleporters[u].GetPositionZ(), BG_IC_HangarTeleporters[u].GetOrientation(), 0, 0, 0, 0, RESPAWN_ONE_DAY))
                    sLog->outError("Isle of Conquest: There was an error spawning a gunship portal. Type: %u", BG_IC_GO_HANGAR_TELEPORTER_1 + u);
            }

            for (uint8 u = 0; u < MAX_HANGAR_TELEPORTER_EFFECTS_SPAWNS; ++u)
            {
                uint8 type = BG_IC_GO_HANGAR_TELEPORTER_EFFECT_1 + u;
				if (!AddObject(type, (nodePoint->faction == TEAM_ALLIANCE ? GO_ALLIANCE_GUNSHIP_PORTAL_EFFECTS : GO_HORDE_GUNSHIP_PORTAL_EFFECTS), BG_IC_HangarTeleporterEffects[u].GetPositionX(), BG_IC_HangarTeleporterEffects[u].GetPositionY(), BG_IC_HangarTeleporterEffects[u].GetPositionZ(), BG_IC_HangarTeleporterEffects[u].GetOrientation(), 0, 0, 0, 0, RESPAWN_ONE_DAY, GO_STATE_ACTIVE))
                    sLog->outError("Isle of Conquest: There was an error spawning a gunship portal effects. Type: %u", BG_IC_GO_HANGAR_TELEPORTER_1 + u);
            }

            for (uint8 u = 0; u < MAX_TRIGGER_SPAWNS_PER_FACTION; ++u)
            {
				if (!AddCreature(NPC_WORLD_TRIGGER_NOT_FLOATING, BG_IC_NPC_WORLD_TRIGGER_NOT_FLOATING, BG_IC_HangarTrigger[nodePoint->faction].GetPositionX(), BG_IC_HangarTrigger[nodePoint->faction].GetPositionY(), BG_IC_HangarTrigger[nodePoint->faction].GetPositionZ(), BG_IC_HangarTrigger[nodePoint->faction].GetOrientation(), RESPAWN_ONE_DAY, nodePoint->faction == TEAM_ALLIANCE ? gunshipAlliance : gunshipHorde))
                    sLog->outError("Isle of Conquest: There was an error spawning a world trigger. Type: %u", BG_IC_NPC_WORLD_TRIGGER_NOT_FLOATING);
            }

            for (uint8 u = 0; u < MAX_CAPTAIN_SPAWNS_PER_FACTION; ++u)
            {
                uint8 type = BG_IC_NPC_GUNSHIP_CAPTAIN_1 + u;

                if (type == BG_IC_NPC_GUNSHIP_CAPTAIN_1)
					if (AddCreature(nodePoint->faction == TEAM_ALLIANCE ? NPC_ALLIANCE_GUNSHIP_CAPTAIN : NPC_HORDE_GUNSHIP_CAPTAIN, type, BG_IC_HangarCaptains[nodePoint->faction == TEAM_ALLIANCE ? 2 : 0].GetPositionX(), BG_IC_HangarCaptains[nodePoint->faction == TEAM_ALLIANCE ? 2 : 0].GetPositionY(), BG_IC_HangarCaptains[nodePoint->faction == TEAM_ALLIANCE ? 2 : 0].GetPositionZ(), BG_IC_HangarCaptains[nodePoint->faction == TEAM_ALLIANCE ? 2 : 0].GetOrientation(), RESPAWN_ONE_DAY))
                        GetBGCreature(BG_IC_NPC_GUNSHIP_CAPTAIN_1)->GetAI()->DoAction(ACTION_GUNSHIP_READY);

                if (type == BG_IC_NPC_GUNSHIP_CAPTAIN_2)
					if (!AddCreature(nodePoint->faction == TEAM_ALLIANCE ? NPC_ALLIANCE_GUNSHIP_CAPTAIN : NPC_HORDE_GUNSHIP_CAPTAIN, type, BG_IC_HangarCaptains[nodePoint->faction == TEAM_ALLIANCE ? 3 : 1].GetPositionX(), BG_IC_HangarCaptains[nodePoint->faction == TEAM_ALLIANCE ? 3 : 1].GetPositionY(), BG_IC_HangarCaptains[nodePoint->faction == TEAM_ALLIANCE ? 3 : 1].GetPositionZ(), BG_IC_HangarCaptains[nodePoint->faction == TEAM_ALLIANCE ? 3 : 1].GetOrientation(), RESPAWN_ONE_DAY, nodePoint->faction == TEAM_ALLIANCE ? gunshipAlliance : gunshipHorde))
                        sLog->outError("Isle of Conquest: There was an error spawning a world trigger. Type: %u", BG_IC_NPC_GUNSHIP_CAPTAIN_2);
            }

            (nodePoint->faction == TEAM_ALLIANCE ? gunshipAlliance : gunshipHorde)->EnableMovement(true);
            break;
        }
        case BG_IC_GO_QUARRY_BANNER:
            RemoveAuraOnTeam(SPELL_QUARRY, GetOtherTeamId(nodePoint->faction));
            CastSpellOnTeam(SPELL_QUARRY, nodePoint->faction);
            break;
        case BG_IC_GO_REFINERY_BANNER:
            RemoveAuraOnTeam(SPELL_OIL_REFINERY, GetOtherTeamId(nodePoint->faction));
            CastSpellOnTeam(SPELL_OIL_REFINERY, nodePoint->faction);
            break;
        case BG_IC_GO_DOCKS_BANNER:
            if (recapture)
                break;

            if (docksTimer < DOCKS_UPDATE_TIME)
                docksTimer = DOCKS_UPDATE_TIME;

            // spawning glaive throwers
            for (uint8 i = 0; i < MAX_GLAIVE_THROWERS_SPAWNS_PER_FACTION; ++i)
            {
                uint8 type = (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_GLAIVE_THROWER_1_A : BG_IC_NPC_GLAIVE_THROWER_1_H)+i;

                if (GetBGCreature(type))
                    continue;

                if (AddCreature(nodePoint->faction == TEAM_ALLIANCE ? NPC_GLAIVE_THROWER_A : NPC_GLAIVE_THROWER_H, type,
                        BG_IC_DocksVehiclesGlaives[i].GetPositionX(), BG_IC_DocksVehiclesGlaives[i].GetPositionY(),
                        BG_IC_DocksVehiclesGlaives[i].GetPositionZ(), BG_IC_DocksVehiclesGlaives[i].GetOrientation(),
                        RESPAWN_ONE_DAY))
                        GetBGCreature(type)->setFaction(BG_IC_Factions[nodePoint->faction]);
            }

            // spawning catapults
            for (uint8 i = 0; i < MAX_CATAPULTS_SPAWNS_PER_FACTION; ++i)
            {
                uint8 type = (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_CATAPULT_1_A : BG_IC_NPC_CATAPULT_1_H)+i;

                if (GetBGCreature(type))
                    continue;
//.........这里部分代码省略.........
开发者ID:AlexHjelm,项目名称:sunwell,代码行数:101,代码来源:BattlegroundIC.cpp


示例14: SendMessageToAll

void BattlegroundSA::TitanRelicActivated(Player* clicker)
{
    if (!clicker)
        return;

    if (GateStatus[BG_SA_ANCIENT_GATE] == BG_SA_GATE_DESTROYED &&
        GateStatus[BG_SA_YELLOW_GATE] == BG_SA_GATE_DESTROYED &&
        (GateStatus[BG_SA_PURPLE_GATE] == BG_SA_GATE_DESTROYED || GateStatus[BG_SA_RED_GATE] == BG_SA_GATE_DESTROYED) &&
        (GateStatus[BG_SA_GREEN_GATE] == BG_SA_GATE_DESTROYED || GateStatus[BG_SA_BLUE_GATE] == BG_SA_GATE_DESTROYED))
    {
        if (clicker->GetBGTeamId() == Attackers)
        {
            if (clicker->GetBGTeamId() == TEAM_ALLIANCE)
                SendMessageToAll(LANG_BG_SA_ALLIANCE_CAPTURED_RELIC, CHAT_MSG_BG_SYSTEM_NEUTRAL);
            else
                SendMessageToAll(LANG_BG_SA_HORDE_CAPTURED_RELIC, CHAT_MSG_BG_SYSTEM_NEUTRAL);

            if (Status == BG_SA_ROUND_ONE)
            {
                RoundScores[0].winner = Attackers;
                RoundScores[0].time = TotalTime;
                // Achievement Storm the Beach (1310)
                for (BattlegroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
                {
                    if (Player* player = ObjectAccessor::FindPlayer(itr->first))
                        if (player->GetBGTeamId() == Attackers)
                            player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET, 65246);
                }

                Attackers = (Attackers == TEAM_ALLIANCE) ? TEAM_HORDE : TEAM_ALLIANCE;
                Status = BG_SA_SECOND_WARMUP;
                TotalTime = 0;
                ToggleTimer();

                if (Creature* c = GetBGCreature(BG_SA_NPC_KANRETHAD))
                    SendChatMessage(c, TEXT_ROUND_1_FINISHED);

                UpdateWaitTimer = 5000;
                SignaledRoundTwo = false;
                SignaledRoundTwoHalfMin = false;
                InitSecondRound = true;
                ResetObjs();
                GetBgMap()->UpdateAreaDependentAuras();
                CastSpellOnTeam(SPELL_END_OF_ROUND, ALLIANCE);
                CastSpellOnTeam(SPELL_END_OF_ROUND, HORDE);
            }
            else if (Status == BG_SA_ROUND_TWO)
            {
                RoundScores[1].winner = Attackers;
                RoundScores[1].time = TotalTime;
                ToggleTimer();
                // Achievement Storm the Beach (1310)
                for (BattlegroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
                {
                    if (Player* player = ObjectAccessor::FindPlayer(itr->first))
                        if (player->GetBGTeamId() == Attackers && RoundScores[1].winner == Attackers)
                            player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET, 65246);
                }

                if (RoundScores[0].time == RoundScores[1].time)
                    EndBattleground(0);
                else if (RoundScores[0].time < RoundScores[1].time)
                    EndBattleground(RoundScores[0].winner == TEAM_ALLIANCE ? ALLIANCE : HORDE);
                else
                    EndBattleground(RoundScores[1].winner == TEAM_ALLIANCE ? ALLIANCE : HORDE);
            }
        }
    }
}
开发者ID:redlaine,项目名称:TrinityCore,代码行数:69,代码来源:BattlegroundSA.cpp


示例15: if

void BattlegroundIC::_NodeOccupied(uint8 node,Team team)
{
    if (node >= BG_IC_DYNAMIC_NODES_COUNT)
        return;

    if(m_IC_NodeData[node].current==STATE_BANNER_ALLY)
        team=ALLIANCE;
    else if(m_IC_NodeData[node].current==STATE_BANNER_HORDE)
        team=HORDE;
    else //Changing to neutral
    {
        _NodeDeOccupied(node);
        return;
    }

    if(node != BG_IC_NODE_QUARRY && node != BG_IC_NODE_REFINERY)
        if (!AddSpiritGuide(node, BG_IC_SpiritGuidePos[node][0], BG_IC_SpiritGuidePos[node][1], BG_IC_SpiritGuidePos[node][2], BG_IC_SpiritGuidePos[node][3], team))
            sLog.outError("Failed to spawn spirit guide! point: %u, team: %u,", node, team);

    if (node == BG_IC_NODE_QUARRY)
    {
        uint32 otherTeam = GetOtherTeam(team);
        for (BattlegroundPlayerMap::const_iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
        {
            if (itr->second.OfflineRemoveTime)
                continue;
            Player *plr = sObjectMgr.GetPlayer(itr->first);

            if (!plr)
            {
                sLog.outError("Battleground:CastSpellOnTeam: Player (GUID: %u) not found!", GUID_LOPART(itr->first));
                continue;
            }

            uint32 teamID = itr->second.Team;
            if (!teamID)
                teamID = plr->GetTeam();

            if (teamID == otherTeam)
                plr->RemoveAura(QUARRY);
        }
        CastSpellOnTeam(QUARRY, team);
    }
    if (node == BG_IC_NODE_REFINERY)
    {
        uint32 otherTeam = GetOtherTeam(team);
        for (BattlegroundPlayerMap::const_iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
        {
            if (itr->second.OfflineRemoveTime)
                continue;
            Player *plr = sObjectMgr.GetPlayer(itr->first);

            if (!plr)
            {
                sLog.outError("Battleground:CastSpellOnTeam: Player (GUID: %u) not found!", GUID_LOPART(itr->first));
                continue;
            }

            uint32 teamID = itr->second.Team;
            if (!teamID)
                teamID = plr->GetTeam();

            if (teamID == otherTeam)
                plr->RemoveAura(OIL_REFINERY);
        }
        CastSpellOnTeam(OIL_REFINERY, team);
    }

    switch(node)
    {
    case BG_IC_NODE_WORKSHOP:
        //Pop de 4 v?hicule (d?molisseur) devant
        //Pop d'un engin de siege mais en r?paration (event 1 minute plus ou moins)
        if(m_IC_NodeData[node].current==STATE_BANNER_ALLY)
        {
            SpawnNpcType(IC_TYPE_DEMOLISSER_A);
            SpawnNpcType(IC_TYPE_SIEGE_A);
        }
        else
        {
            SpawnNpcType(IC_TYPE_DEMOLISSER_H);
            SpawnNpcType(IC_TYPE_SIEGE_H);
        }
        break ;
    case BG_IC_NODE_DOCK:
        //Spawn associate vehicle
        if(m_IC_NodeData[node].current==STATE_BANNER_ALLY)
            SpawnNpcType(IC_TYPE_DOCKVEHICLE_A);
        else
            SpawnNpcType(IC_TYPE_DOCKVEHICLE_H);
        break ;
    case BG_IC_NODE_HANGAR:
    	//Activate transport
        if (m_GunshipA)
            m_GunshipA->BuildStartMovePacket(GetBgMap());
        if (m_GunshipH)    
            m_GunshipH->BuildStartMovePacket(GetBgMap());

        for (int i = 0 ; i < MAX_BG_IC_OBJ; ++i)
        {
//.........这里部分代码省略.........
开发者ID:sensibob,项目名称:tempestcore,代码行数:101,代码来源:BattlegroundIC.cpp


示例16: CastSpellOnTeam

/*! Handles end of battleground rewards (marks etc)
*  \param winningTeam Team that won the battleground
*  \returns True if CBattleground class should finish applying rewards, false if we handled it fully */
bool StrandOfTheAncient::HandleFinishBattlegroundRewardCalculation(PlayerTeam winningTeam)
{
    CastSpellOnTeam(winningTeam, 61213);
    return true;
}
开发者ID:lev1976g,项目名称:AscEmu,代码行数:8,代码来源:StrandOfTheAncient.cpp


示例17: CastSpellOnTeam

/*! Handles end of battleground rewards (marks etc)
*  \param winningTeam Team that won the battleground
*  \returns True if CBattleground class should finish applying rewards, false if we handled it fully */
bool IsleOfConquest::HandleFinishBattlegroundRewardCalculation(PlayerTeam winningTeam)
{
    CastSpellOnTeam(winningTeam, 67033);
    return true;
}
开发者ID:Lbniese,项目名称:AscEmu,代码行数:8,代码来源:IsleOfConquest.cpp


示例18: switch

void BattlegroundIC::HandleCapturedNodes(ICNodePoint* nodePoint, bool recapture)
{
    if (nodePoint->nodeType != NODE_TYPE_REFINERY && nodePoint->nodeType != NODE_TYPE_QUARRY)
    {
        if (!AddSpiritGuide(BG_IC_NPC_SPIRIT_GUIDE_1+nodePoint->nodeType-2,
            BG_IC_SpiritGuidePos[nodePoint->nodeType][0], BG_IC_SpiritGuidePos[nodePoint->nodeType][1],
            BG_IC_SpiritGuidePos[nodePoint->nodeType][2], BG_IC_SpiritGuidePos[nodePoint->nodeType][3],
            (nodePoint->faction == TEAM_ALLIANCE ? ALLIANCE : HORDE)))
            sLog->outError(LOG_FILTER_BATTLEGROUND, "Isle of Conquest: Failed to spawn spirit guide! point: %u, team: %u, ", nodePoint->nodeType, nodePoint->faction);
    }

    switch (nodePoint->gameobject_type)
    {
        case BG_IC_GO_HANGAR_BANNER:
            // all the players on the stopped transport should be teleported out
            if (!gunshipAlliance || !gunshipHorde)
                break;

            for (uint8 u = 0; u < MAX_HANGAR_TELEPORTERS_SPAWNS; ++u)
            {
                uint8 type = BG_IC_GO_HANGAR_TELEPORTER_1+u;
                AddObject(type, (nodePoint->faction == TEAM_ALLIANCE ? GO_ALLIANCE_GUNSHIP_PORTAL : GO_HORDE_GUNSHIP_PORTAL),
                    BG_IC_HangarTeleporters[u].GetPositionX(), BG_IC_HangarTeleporters[u].GetPositionY(),
                    BG_IC_HangarTeleporters[u].GetPositionZ(), BG_IC_HangarTeleporters[u].GetOrientation(),
                    0, 0, 0, 0, RESPAWN_ONE_DAY);
            }

            //sLog->outError(LOG_FILTER_BATTLEGROUND, "BG_IC_GO_HANGAR_BANNER CAPTURED Faction: %u", nodePoint->faction);

            (nodePoint->faction == TEAM_ALLIANCE ? gunshipAlliance : gunshipHorde)->BuildStartMovePacket(GetBgMap());
            (nodePoint->faction == TEAM_ALLIANCE ? gunshipHorde : gunshipAlliance)->BuildStopMovePacket(GetBgMap());
            // we should spawn teleporters
            break;
        case BG_IC_GO_QUARRY_BANNER:
            RemoveAuraOnTeam(SPELL_QUARRY, (nodePoint->faction == TEAM_ALLIANCE ? HORDE : ALLIANCE));
            CastSpellOnTeam(SPELL_QUARRY, (nodePoint->faction == TEAM_ALLIANCE ? ALLIANCE : HORDE));
            break;
        case BG_IC_GO_REFINERY_BANNER:
            RemoveAuraOnTeam(SPELL_OIL_REFINERY, (nodePoint->faction == TEAM_ALLIANCE ? HORDE : ALLIANCE));
            CastSpellOnTeam(SPELL_OIL_REFINERY, (nodePoint->faction == TEAM_ALLIANCE ? ALLIANCE : HORDE));
            break;
        case BG_IC_GO_DOCKS_BANNER:

            if (recapture)
                break;

            if (docksTimer < DOCKS_UPDATE_TIME)
                docksTimer = DOCKS_UPDATE_TIME;

            // we must del opposing faction vehicles when the node is captured (unused ones)
            for (uint8 i = (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_GLAIVE_THROWER_1_H : BG_IC_NPC_GLAIVE_THROWER_1_A); i < (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_GLAIVE_THROWER_2_H : BG_IC_NPC_GLAIVE_THROWER_2_A); ++i)
            {
                if (Creature* glaiveThrower = GetBGCreature(i))
                {
                    if (Vehicle* vehicleGlaive = glaiveThrower->GetVehicleKit())
                    {
                        if (!vehicleGlaive->GetPassenger(0))
                            DelCreature(i);
                    }
                }
            }

            for (uint8 i = (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_CATAPULT_1_H : BG_IC_NPC_CATAPULT_1_A); i < (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_CATAPULT_4_H  : BG_IC_NPC_CATAPULT_4_A); ++i)
            {
                if (Creature* catapult = GetBGCreature(i))
                {
                    if (Vehicle* vehicleGlaive = catapult->GetVehicleKit())
                    {
                        if (!vehicleGlaive->GetPassenger(0))
                            DelCreature(i);
                    }
                }
            }

            // spawning glaive throwers
            for (uint8 i = 0; i < MAX_GLAIVE_THROWERS_SPAWNS_PER_FACTION; ++i)
            {
                uint8 type = (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_GLAIVE_THROWER_1_A : BG_IC_NPC_GLAIVE_THROWER_1_H)+i;

                if (GetBGCreature(type) && GetBGCreature(type)->isAlive())
                    continue;

                if (AddCreature(nodePoint->faction == TEAM_ALLIANCE ? NPC_GLAIVE_THROWER_A : NPC_GLAIVE_THROWER_H, type, nodePoint->faction,
                        BG_IC_DocksVehiclesGlaives[i].GetPositionX(), BG_IC_DocksVehiclesGlaives[i].GetPositionY(),
                        BG_IC_DocksVehiclesGlaives[i].GetPositionZ(), BG_IC_DocksVehiclesGlaives[i].GetOrientation(),
                        RESPAWN_ONE_DAY))
                        GetBGCreature(type)->setFaction(BG_IC_Factions[(nodePoint->faction == TEAM_ALLIANCE ? 0 : 1)]);
            }

            // spawning catapults
            for (uint8 i = 0; i < MAX_CATAPULTS_SPAWNS_PER_FACTION; ++i)
            {
                uint8 type = (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_CATAPULT_1_A : BG_IC_NPC_CATAPULT_1_H)+i;

                if (GetBGCreature(type) && GetBGCreature(type)->isAlive())
                    continue;

                if (AddCreature(NPC_CATAPULT, type, nodePoint->faction,
                        BG_IC_DocksVehiclesCatapults[i].GetPositionX(), BG_IC_DocksVehiclesCatapults[i].GetPositionY(),
                        BG_IC_DocksVehiclesCatapults[i].GetPositionZ(), BG_IC_DocksVehiclesCatapults[i].GetOrientation(),
//.........这里部分代码省略.........
开发者ID:8Infinity8,项目名称:InfinityCore,代码行数:101,代码来源:BattlegroundIC.cpp


示例19: UpdatePvPData

void ArathiBasin::EventUpdateResources(uint32 Team)
{
	uint32 resource_fields[2] = { WORLDSTATE_AB_ALLIANCE_RESOURCES, WORLDSTATE_AB_HORDE_RESOURCES };

	uint32 current_resources = m_resources[Team];
	uint32 current_bases = m_capturedBases[Team];

	if(current_bases > 5)
		current_bases = 5;

	// figure out how much resources we have to add to that team based on the number of captured bases.
	current_resources += (PointBonusPerUpdate[current_bases]);

	// did it change?
	if(current_resources == m_resources[Team])
		return;

	// check for overflow
	if(current_resources > RESOURCES_WINVAL)
		current_resources = RESOURCES_WINVAL;

	m_resources[Team] = current_resources;
	if((current_resources - m_lastRepGainResources[Team]) >= resourcesToGainBR)
	{
		m_mainLock.Acquire();
		for(set<Player*>::iterator itr = m_players[Team].begin(); itr != m_players[Team].end(); ++itr)
		{
			uint32 fact = (*itr)->IsTeamHorde() ? 510 : 509; //The Defilers : The League of Arathor
			(*itr)->ModStanding(fact, 10);
		}
		m_mainLock.Release();
		m_lastRepGainResources[Team] += resourcesToGainBR;
	}

	if((current_resources - m_lastHonorGainResources[Team]) >= resourcesToGainBH)
	{
		uint32 honorToAdd = m_honorPerKill;
		m_mainLock.Acquire();
		for(set<Player*>::iterator itr = m_players[Team].begin(); itr != m_players[Team].end(); ++itr)
		{
			(*itr)->m_bgScore.BonusHonor += honorToAdd;
			HonorHandler::AddHonorPointsToPlayer((*itr), honorToAdd);
		}

		UpdatePvPData();
		m_mainLock.Release();
		m_lastHonorGainResources[Team] += resourcesToGainBH;
	}

	// update the world states
	SetWorldState(resource_fields[Team], current_resources);

	if(current_resources >= RESOURCES_WARNING_THRESHOLD && !m_nearingVictory[Team])
	{
		m_nearingVictory[Team] = true;
		SendChatMessage(Team ? CHAT_MSG_BG_EVENT_HORDE : CHAT_MSG_BG_EVENT_ALLIANCE, (uint64)0, "The %s has gathered %u resources and is nearing victory!", Team ? "Horde" : "Alliance", current_resources);
		uint32 sound = SOUND_ALLIANCE_BGALMOSTEND - Team;
		PlaySoundToAll(sound);
	}

	// check for winning condition
	if(current_resources == RESOURCES_WINVAL)
	{
		m_ended = true;
		m_winningteam = static_cast<uint8>(Team);
		m_nextPvPUpdateTime = 0;

		sEventMgr.RemoveEvents(this);
		sEventMgr.AddEvent(TO< CBattleground* >(this), &CBattleground::Close, EVENT_BATTLEGROUND_CLOSE, 120000, 1, EVENT_FLAG_DO_NOT_EXECUTE_IN_WORLD_CONTEXT);

		m_winningteam = Team;		

		AddHonorToTeam( m_winningteam, 3 * 185 );

		// Winning spells for AB
		CastSpellOnTeam( 

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