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自学教程:C++ AddDoor函数代码示例

51自学网 2021-06-01 19:40:47
  C++
这篇教程C++ AddDoor函数代码示例写得很实用,希望能帮到您。

本文整理汇总了C++中AddDoor函数的典型用法代码示例。如果您正苦于以下问题:C++ AddDoor函数的具体用法?C++ AddDoor怎么用?C++ AddDoor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AddDoor函数的27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: OnGameObjectCreate

 void OnGameObjectCreate(GameObject* go) override {     switch (go->GetEntry())     {         case GO_FORCE_FIELD:         case GO_BOSS_COLLISION_1:         case GO_BOSS_COLLISION_2:         case GO_FIRE_BARRIER:         case GO_MURUS_GATE_1:         case GO_MURUS_GATE_2:             AddDoor(go, true);             break;         default:             break;     } }
开发者ID:Rastrian,项目名称:DeathCore_3.3.5,代码行数:16,


示例2: OnGameObjectCreate

		void OnGameObjectCreate(GameObject* go)		{			switch (go->GetEntry())			{				// Generic doors			case GOB_ANTECHAMBER_DOOR_ENTRANCE:			case GOB_ANTECHAMBER_DOOR_EXIT:			case GOB_ATRIUM_DOOR_ENTRANCE:			case GOB_ATRIUM_DOOR_EXIT:				AddDoor(go, true);				break;				// Specific doors			case GOB_ORATIUM_DOOR_ENTRANCE:				AddDoor(go, true);				zorlokEntranceDoorGuid = go->GetGUID();				break;			case GOB_QUARTERS_DOOR_ENTRANCE:				AddDoor(go, true);				tayakEntranceDoorGuid = go->GetGUID();				break;			case GOB_QUARTERS_DOOR_EXIT:				AddDoor(go, true);				tayakExitDoorGuid = go->GetGUID();				break;			case GOB_STAIRWAYS_DOOR_EXIT:				AddDoor(go, true);				garalonEntranceDoorGuid = go->GetGUID();				break;			case GOB_BALCONY_DOOR_EXIT:				AddDoor(go, true);				meljarakExitDoorGuid = go->GetGUID();				break;			case GOB_SANCTUM_DOOR_ENTRANCE:				AddDoor(go, true);				unsokEntranceDoorGuid = go->GetGUID();				break;			case GOB_HEARTOFFEAR_DOOR_ENTRANCE:				AddDoor(go, true);				shekzeerEntranceDoorGuid = go->GetGUID();				break;			default:				break;			}		}
开发者ID:Mystiko,项目名称:MoPCore5.4.8,代码行数:44,


示例3: OnGameObjectCreate

 void OnGameObjectCreate(GameObject* go) {     switch (go->GetEntry())     {         case GO_STRANGE_GONG:             StrangeGongGUID = go->GetGUID();             break;         case GO_MASSIVE_GATE:             MasiveGateGUID = go->GetGUID();             AddDoor(go, true);             if (ZulAmanState != NOT_STARTED)                 go->SetGoState(GO_STATE_ACTIVE);             break;         default:             break;     } }
开发者ID:Drasgon,项目名称:WoD,代码行数:17,


示例4: OnGameObjectRemove

 void OnGameObjectRemove(GameObject* gameObject) {     switch (gameObject->GetEntry())     {         case GO_LEVIATHAN_DOOR:         case GO_XT_002_DOOR:         case GO_DOODAD_UL_SIGILDOOR_03:         case GO_DOODAD_UL_UNIVERSEFLOOR_01:         case GO_DOODAD_UL_UNIVERSEFLOOR_02:         case GO_DOODAD_UL_UNIVERSEGLOBE01:         case GO_DOODAD_UL_ULDUAR_TRAPDOOR_03:             AddDoor(gameObject, false);             break;         default:             break;     } }
开发者ID:FirstCore,项目名称:GaryMoveOut_4.3.4,代码行数:17,


示例5: OnGameObjectCreate

 void OnGameObjectCreate(GameObject* go) override {     switch (go->GetEntry())     {         case GO_PRISON_DOOR_04:             PrisonDoor4GUID = go->GetGUID();             // no break         case GO_PRISON_DOOR_01:         case GO_PRISON_DOOR_02:         case GO_PRISON_DOOR_03:         case GO_PRISON_DOOR_05:         case GO_SUMMON_DOOR:             AddDoor(go, true);             break;         case GO_BROGGOK_LEVER:             BroggokLeverGUID = go->GetGUID();             break;         case GO_PRISON_CELL_DOOR_1:             PrisonCellGUIDs[DATA_PRISON_CELL1 - DATA_PRISON_CELL1] = go->GetGUID();             break;         case GO_PRISON_CELL_DOOR_2:             PrisonCellGUIDs[DATA_PRISON_CELL2 - DATA_PRISON_CELL1] = go->GetGUID();             break;         case GO_PRISON_CELL_DOOR_3:             PrisonCellGUIDs[DATA_PRISON_CELL3 - DATA_PRISON_CELL1] = go->GetGUID();             break;         case GO_PRISON_CELL_DOOR_4:             PrisonCellGUIDs[DATA_PRISON_CELL4 - DATA_PRISON_CELL1] = go->GetGUID();             break;         case GO_PRISON_CELL_DOOR_5:             PrisonCellGUIDs[DATA_PRISON_CELL5 - DATA_PRISON_CELL1] = go->GetGUID();             break;         case GO_PRISON_CELL_DOOR_6:             PrisonCellGUIDs[DATA_PRISON_CELL6 - DATA_PRISON_CELL1] = go->GetGUID();             break;         case GO_PRISON_CELL_DOOR_7:             PrisonCellGUIDs[DATA_PRISON_CELL7 - DATA_PRISON_CELL1] = go->GetGUID();             break;         case GO_PRISON_CELL_DOOR_8:             PrisonCellGUIDs[DATA_PRISON_CELL8 - DATA_PRISON_CELL1] = go->GetGUID();             break;         default:             break;     } }
开发者ID:beyourself,项目名称:LordPsyanBots,代码行数:45,


示例6: OnGameObjectCreate

            void OnGameObjectCreate(GameObject* go)            {                switch (go->GetEntry())                {                    case GO_LADY_VASHJ_BRIDGE_CONSOLE:					case GO_COILFANG_BRIDGE1:					case GO_COILFANG_BRIDGE2:					case GO_COILFANG_BRIDGE3:                        AddDoor(go, true);						break;					case GO_SHIELD_GENERATOR1:					case GO_SHIELD_GENERATOR2:					case GO_SHIELD_GENERATOR3:					case GO_SHIELD_GENERATOR4:						ShieldGeneratorGUID[go->GetEntry()-GO_SHIELD_GENERATOR1] = go->GetGUID();						break;                }            }
开发者ID:DSlayerMan,项目名称:Sunwell,代码行数:18,


示例7: OnGameObjectCreate

 void OnGameObjectCreate(GameObject* go) override {     switch (go->GetEntry())     {         case GO_FORCEFIELD:             AddDoor(go, true);             break;         case GO_GONG_OF_BETHEKK:             _goGongOfBethekkGUID = go->GetGUID();             if (GetBossState(DATA_ARLOKK) == DONE)                 go->SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_NOT_SELECTABLE);             else                 go->RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_NOT_SELECTABLE);             break;         default:             break;     } }
开发者ID:mysql1,项目名称:TournamentCore,代码行数:18,


示例8: OnGameObjectCreate

        void OnGameObjectCreate(GameObject* go)        {            if (go->GetGOInfo()->displayId == 6785 || go->GetGOInfo()->displayId == 1287)            {                uint32 section = GetEruptionSection(go->GetPositionX(), go->GetPositionY());                heiganEruptionGUID[section].insert(go->GetGUID());                return;            }            switch (go->GetEntry())            {                case GO_GOTHIK_GATE:                    gothikGateGUID = go->GetGUID();                    go->SetGoState(gothikDoorState);                    break;                case GO_HORSEMEN_CHEST:                    horsemenChestGUID = go->GetGUID();                    break;                case GO_HORSEMEN_CHEST_HERO:                    horsemenChestGUID = go->GetGUID();                    break;                case GO_KELTHUZAD_PORTAL01:                    portalsGUID[0] = go->GetGUID();                    break;                case GO_KELTHUZAD_PORTAL02:                    portalsGUID[1] = go->GetGUID();                    break;                case GO_KELTHUZAD_PORTAL03:                    portalsGUID[2] = go->GetGUID();                    break;                case GO_KELTHUZAD_PORTAL04:                    portalsGUID[3] = go->GetGUID();                    break;                case GO_KELTHUZAD_TRIGGER:                    kelthuzadTriggerGUID = go->GetGUID();                    break;                default:                    break;            }            AddDoor(go, true);        }
开发者ID:S-proyect,项目名称:Emu-S,代码行数:43,


示例9: OnGameObjectCreate

 void OnGameObjectCreate(GameObject* go) {     switch (go->GetEntry())     {     case GO_FACTORY_DOOR:         m_ListOfGUID[DATA_FACTORY_DOOR] = go->GetGUID();         AddDoor(go, true);         break;     case GO_FACTORY_DOOR_LEVER:         m_ListOfGUID[DATA_FACTORY_DOOR_LEVER] = go->GetGUID();         break;     case GO_HEAVY_DOOR2:         AddDoor(go, true);         m_ListOfGUID[DATA_HEAVY_DOOR2] = go->GetGUID();         break;     case GO_MASTROOM_DOOR:         AddDoor(go, true);         m_ListOfGUID[DATA_MASTROOM_DOOR] = go->GetGUID();         break;     case GO_MASTROOM_DOOR_LEVER:         m_ListOfGUID[DATA_MASTROOM_DOOR_LEVER] = go->GetGUID();         break;     case GO_HEAVY_DOOR4:         AddDoor(go, true);         m_ListOfGUID[DATA_HEAVY_DOOR4] = go->GetGUID();         break;     case GO_FOUNDRY_DOOR:         m_ListOfGUID[DATA_FOUNDRY_DOOR] = go->GetGUID();         AddDoor(go, true);         break;     case GO_FOUNDRY_DOOR_LEVER:         m_ListOfGUID[DATA_FOUNDRY_DOOR_LEVER] = go->GetGUID();         break;     case GO_IRONCLAD_DOOR:         m_ListOfGUID[DATA_IRONCLAD_DOOR] = go->GetGUID();         AddDoor(go, true);         break;     case GO_IRONCLAD_DOOR_LEVER:         m_ListOfGUID[DATA_IRONCLAD_DOOR_LEVER] = go->GetGUID();         break;     case GO_DEFIAS_CANNON:         m_ListOfGUID[DATA_DEFIAS_CANNON] = go->GetGUID();         break;     case GO_MR_SMITE_CHEST:         m_ListOfGUID[DATA_MR_SMITE_CHEST] = go->GetGUID();         break;     }     if (!m_SpecialNpcSpawned)         m_LoadingInstanceTimer = 3000; }
开发者ID:redlaine,项目名称:InfinityCore-Ark,代码行数:50,


示例10: OnGameObjectCreate

 void OnGameObjectCreate(GameObject* go) override {     switch (go->GetEntry())     {         case GO_FIRE_FIELD:             AddDoor(go, true);             break;         case GO_FLAME_WALLS:             FlameWallsGUID = go->GetGUID();             if (GetBossState(DATA_SAVIANA_RAGEFIRE) == DONE && GetBossState(DATA_BALTHARUS_THE_WARBORN) == DONE)                 HandleGameObject(FlameWallsGUID, true, go);             break;         case GO_FLAME_RING:             FlameRingGUID = go->GetGUID();             break;         case GO_TWILIGHT_FLAME_RING:             TwilightFlameRingGUID = go->GetGUID();             break;         case GO_BURNING_TREE_1:             BurningTreeGUID[0] = go->GetGUID();             if (GetBossState(DATA_GENERAL_ZARITHRIAN) == DONE)                 HandleGameObject(BurningTreeGUID[0], true);             break;         case GO_BURNING_TREE_2:             BurningTreeGUID[1] = go->GetGUID();             if (GetBossState(DATA_GENERAL_ZARITHRIAN) == DONE)                 HandleGameObject(BurningTreeGUID[1], true);             break;         case GO_BURNING_TREE_3:             BurningTreeGUID[2] = go->GetGUID();             if (GetBossState(DATA_GENERAL_ZARITHRIAN) == DONE)                 HandleGameObject(BurningTreeGUID[2], true);             break;         case GO_BURNING_TREE_4:             BurningTreeGUID[3] = go->GetGUID();             if (GetBossState(DATA_GENERAL_ZARITHRIAN) == DONE)                 HandleGameObject(BurningTreeGUID[3], true);             break;         default:             break;     } }
开发者ID:Rastrian,项目名称:DeathCore_6.x-1,代码行数:42,


示例11: OnGameObjectRemove

 void OnGameObjectRemove(GameObject* go) override {     switch (go->GetEntry())     {         case GO_NAJENTUS_GATE:         case GO_SUPREMUS_GATE:         case GO_SHADE_OF_AKAMA_DOOR:         case GO_TERON_DOOR_1:         case GO_TERON_DOOR_2:         case GO_GURTOGG_DOOR:         case GO_TEMPLE_DOOR:         case GO_MOTHER_SHAHRAZ_DOOR:         case GO_COUNCIL_DOOR_1:         case GO_COUNCIL_DOOR_2:             AddDoor(go, false);             break;         default:             break;     } }
开发者ID:AllThing,项目名称:TrinityCore,代码行数:20,


示例12: OnGameObjectRemove

 void OnGameObjectRemove(GameObject* go) {     switch (go->GetEntry())     {         case GO_MAGTHERIDON_DOORS:             AddDoor(go, false);             break;         case GO_MANTICRON_CUBE:             _cubesSet.erase(go->GetGUID());             break;         case GO_MAGTHERIDON_HALL:         case GO_MAGTHERIDON_COLUMN0:         case GO_MAGTHERIDON_COLUMN1:         case GO_MAGTHERIDON_COLUMN2:         case GO_MAGTHERIDON_COLUMN3:         case GO_MAGTHERIDON_COLUMN4:         case GO_MAGTHERIDON_COLUMN5:             _columnSet.erase(go->GetGUID());             break;     } }
开发者ID:AzerothShard-Dev,项目名称:azerothcore,代码行数:21,


示例13: OnGameObjectCreate

 void OnGameObjectCreate(GameObject* go) override {     switch (go->GetEntry())     {         case GO_UTGARDE_MIRROR:             UtgardeMirrorGUID = go->GetGUID();             break;         case GO_GORTOK_PALEHOOF_SPHERE:             GortokPalehoofSphereGUID = go->GetGUID();             if (GetBossState(DATA_GORTOK_PALEHOOF) == DONE)             {                 HandleGameObject(ObjectGuid::Empty, true, go);                 go->SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_NOT_SELECTABLE);             }             break;         case GO_SKADI_THE_RUTHLESS_DOOR:         case GO_KING_YMIRON_DOOR:             AddDoor(go, true);             break;         default:             break;     } }
开发者ID:Rastrian,项目名称:DeathCore_3.3.5,代码行数:23,


示例14: OnGameObjectCreate

 void OnGameObjectCreate(GameObject* go) override {     switch (go->GetEntry())     {         case GO_VEXALLUS_DOOR:         case GO_SELIN_DOOR:         case GO_SELIN_ENCOUNTER_DOOR:         case GO_DELRISSA_DOOR:         case GO_KAEL_DOOR:             AddDoor(go, true);             break;         case GO_KAEL_STATUE_1:             KaelStatue[0] = go->GetGUID();             break;         case GO_KAEL_STATUE_2:             KaelStatue[1] = go->GetGUID();             break;         case GO_ESCAPE_ORB:             EscapeOrbGUID = go->GetGUID();             break;         default:             break;     } }
开发者ID:Abrek,项目名称:My-WoDCore-6.x.x,代码行数:24,


示例15: OnGameObjectCreate

 void OnGameObjectCreate(GameObject* go) override {      if (go->GetEntry() == GO_IKISS_DOOR)          AddDoor(go, true); }
开发者ID:Rastrian,项目名称:DeathCore_3.3.5,代码行数:5,


示例16: OnGameObjectCreate

 void OnGameObjectCreate(GameObject* go) {     switch (go->GetEntry())     {         case GOB_STONE_GUARD_DOOR_ENTRANCE:         case GOB_FENG_DOOR_FENCE:         case GOB_FENG_DOOR_EXIT:         case GOB_GARAJAL_FENCE:         case GOB_GARAJAL_EXIT:         case GOB_SPIRIT_KINGS_WIND_WALL:         case GOB_SPIRIT_KINGS_EXIT:         case GOB_CELESTIAL_DOOR:             AddDoor(go, true);             break;         // Feng         case GOB_SPEAR_STATUE:         case GOB_FIST_STATUE:         case GOB_STAFF_STATUE:             fengStatuesGUIDs.push_back(go->GetGUID());             break;         case GOB_SHIELD_STATUE:         {             if (!instance->IsHeroic())                 go->SetObjectScale(0.001f);             else                 fengStatuesGUIDs.push_back(go->GetGUID());             break;         }         case GOB_STONE_GUARD_DOOR_EXIT:             AddDoor(go, true);             stoneGuardExit = go->GetGUID();             break;         case GOB_INVERSION:             inversionGobGuid = go->GetGUID();             break;         case GOB_CANCEL:             cancelGobGuid = go->GetGUID();             break;         case GOB_ENERGY_PLATFORM:             energyPlatformGuid = go->GetGUID();             go->SetGoState(GO_STATE_ACTIVE);             break;         case GOB_ELEGON_DOOR_ENTRANCE:             ancientMoguDoorGuid = go->GetGUID();             break;         case GOB_WILL_OF_EMPEROR_ENTRANCE:             emperorsDoorGuid = go->GetGUID();             break;         case GOB_ENERGY_TITAN_DISK:             titanDiskGuid = go->GetGUID();             break;         case GOB_ENERGY_TITAN_CIRCLE_1:         case GOB_ENERGY_TITAN_CIRCLE_2:         case GOB_ENERGY_TITAN_CIRCLE_3:             go->SetGoState(GO_STATE_ACTIVE);             titanCirclesGuids.push_back(go->GetGUID());             break;         case GOB_CELESTIAL_COMMAND:             celestialCommandGuid = go->GetGUID();             break;     } }
开发者ID:Mystiko,项目名称:MoPCore5.4.8,代码行数:62,


示例17: AddObject

void InstanceScript::OnGameObjectCreate(GameObject* go){    AddObject(go, true);    AddDoor(go, true);}
开发者ID:Refuge89,项目名称:TrinityCore,代码行数:5,


示例18: in

//------------------------- LoadMap ------------------------------------////  sets up the game environment from map file//-----------------------------------------------------------------------------bool Raven_Map::LoadMap(const std::string& filename){    std::ifstream in(filename.c_str());  if (!in)  {    ErrorBox("Bad Map Filename");    return false;  }  Clear();  BaseGameEntity::ResetNextValidID();  //first of all read and create the navgraph. This must be done before  //the entities are read from the map file because many of the entities  //will be linked to a graph node (the graph node will own a pointer  //to an instance of the entity)  m_pNavGraph = new NavGraph(false);    m_pNavGraph->Load(in);#ifdef LOG_CREATIONAL_STUFF    debug_con << "NavGraph for " << filename << " loaded okay" << "";#endif  //determine the average distance between graph nodes so that we can  //partition them efficiently  m_dCellSpaceNeighborhoodRange = CalculateAverageGraphEdgeLength(*m_pNavGraph) + 1;#ifdef LOG_CREATIONAL_STUFF    debug_con << "Average edge length is " << CalculateAverageGraphEdgeLength(*m_pNavGraph) << "";#endif#ifdef LOG_CREATIONAL_STUFF    debug_con << "Neighborhood range set to " << m_dCellSpaceNeighborhoodRange << "";#endif  //load in the map size and adjust the client window accordingly  in >> m_iSizeX >> m_iSizeY;#ifdef LOG_CREATIONAL_STUFF    debug_con << "Partitioning navgraph nodes..." << "";#endif  //partition the graph nodes  PartitionNavGraph();  //get the handle to the game window and resize the client area to accommodate  //the map  extern char* g_szApplicationName;  extern char* g_szWindowClassName;  HWND hwnd = FindWindow(g_szWindowClassName, g_szApplicationName);  const int ExtraHeightRqdToDisplayInfo = 50;  ResizeWindow(hwnd, m_iSizeX, m_iSizeY+ExtraHeightRqdToDisplayInfo);#ifdef LOG_CREATIONAL_STUFF    debug_con << "Loading map..." << "";#endif   //now create the environment entities  while (!in.eof())  {       //get type of next map object    int EntityType;        in >> EntityType;#ifdef LOG_CREATIONAL_STUFF    debug_con << "Creating a " << GetNameOfType(EntityType) << "";#endif    //create the object    switch(EntityType)    {    case type_wall:         AddWall(in); break;    case type_sliding_door:         AddDoor(in); break;    case type_door_trigger:         AddDoorTrigger(in); break;   case type_spawn_point:            AddSpawnPoint(in); break;   case type_health:            AddHealth_Giver(in); break;//.........这里部分代码省略.........
开发者ID:BarcampRD,项目名称:Basic_Game_AI_Barcamp2014,代码行数:101,


示例19: OnGameObjectRemove

        void OnGameObjectRemove(GameObject* go)        {            if (go->GetGOInfo()->displayId == 6785 || go->GetGOInfo()->displayId == 1287)            {                uint32 section = GetEruptionSection(go->GetPositionX(), go->GetPositionY());                HeiganEruptionGUID[section].erase(go->GetGUID());                return;            }            switch (go->GetEntry())            {                case GO_BIRTH:                    if (SapphironGUID)                    {                        if (Creature* pSapphiron = instance->GetCreature(SapphironGUID))                            pSapphiron->AI()->DoAction(DATA_SAPPHIRON_BIRTH);                        return;                    }                case GO_ROOM_ANUBREKHAN:                    uiNaxxDoors[DOOR_ROOM_ANUBREKHAN] = go->GetGUID();                    go->SetGoState(m_auiEncounter[BOSS_ANUBREKHAN] != IN_PROGRESS ? GO_STATE_ACTIVE : GO_STATE_READY);                    break;                case GO_PASSAGE_ANUBREKHAN:                    uiNaxxDoors[DOOR_PASSAGE_ANUBREKHAN] = go->GetGUID();                    go->SetGoState(m_auiEncounter[BOSS_ANUBREKHAN] == DONE ? GO_STATE_ACTIVE : GO_STATE_READY);                    break;                case GO_PASSAGE_FAERLINA:                    uiNaxxDoors[DOOR_PASSAGE_FAERLINA] = go->GetGUID();                    go->SetGoState(m_auiEncounter[BOSS_FAERLINA] == DONE ? GO_STATE_ACTIVE : GO_STATE_READY);                    break;                case GO_ROOM_MAEXXNA:                    uiNaxxDoors[DOOR_ROOM_MAEXXNA] = go->GetGUID();                    go->SetGoState((m_auiEncounter[BOSS_FAERLINA] == DONE && m_auiEncounter[BOSS_MAEXXNA] != IN_PROGRESS) ? GO_STATE_ACTIVE : GO_STATE_READY);                    break;                case GO_ROOM_NOTH:                    uiNaxxDoors[DOOR_ROOM_NOTH] = go->GetGUID();                    go->SetGoState(m_auiEncounter[BOSS_FAERLINA] != IN_PROGRESS ? GO_STATE_ACTIVE : GO_STATE_READY);                    break;                case GO_PASSAGE_NOTH:                    uiNaxxDoors[DOOR_PASSAGE_NOTH] = go->GetGUID();                    go->SetGoState(m_auiEncounter[BOSS_NOTH] == DONE ? GO_STATE_ACTIVE : GO_STATE_READY);                    break;                case GO_ROOM_HEIGAN:                    uiNaxxDoors[DOOR_ROOM_HEIGAN] = go->GetGUID();                    go->SetGoState(m_auiEncounter[BOSS_HEIGAN] != IN_PROGRESS ? GO_STATE_ACTIVE : GO_STATE_READY);                    break;                case GO_PASSAGE_HEIGAN:                    uiNaxxDoors[DOOR_PASSAGE_HEIGAN] = go->GetGUID();                    go->SetGoState(m_auiEncounter[BOSS_HEIGAN] == DONE ? GO_STATE_ACTIVE : GO_STATE_READY);                    break;                case GO_ROOM_LOATHEB:                    uiNaxxDoors[DOOR_ROOM_LOATHEB] = go->GetGUID();                    go->SetGoState((m_auiEncounter[BOSS_HEIGAN] == DONE && m_auiEncounter[BOSS_LOATHEB] != IN_PROGRESS) ? GO_STATE_ACTIVE : GO_STATE_READY);                    break;                case GO_ROOM_GROBBULUS:                    uiNaxxDoors[DOOR_ROOM_GROBBULUS] = go->GetGUID();                    go->SetGoState((m_auiEncounter[BOSS_PATCHWERK] == DONE && m_auiEncounter[BOSS_GROBBULUS] != IN_PROGRESS) ? GO_STATE_ACTIVE : GO_STATE_READY);                    break;                case GO_PASSAGE_GLUTH:                    uiNaxxDoors[DOOR_PASSAGE_GLUTH] = go->GetGUID();                    go->SetGoState(m_auiEncounter[BOSS_GLUTH] == DONE ? GO_STATE_ACTIVE : GO_STATE_READY);                    break;                case GO_ROOM_THADDIUS:                    uiNaxxDoors[DOOR_ROOM_THADDIUS] = go->GetGUID();                    go->SetGoState((m_auiEncounter[BOSS_GLUTH] == DONE && m_auiEncounter[BOSS_THADDIUS] != IN_PROGRESS) ? GO_STATE_ACTIVE : GO_STATE_READY);                    break;                case GO_ROOM_GOTHIK:                    uiNaxxDoors[DOOR_ROOM_GOTHIK] = go->GetGUID();                    go->SetGoState((m_auiEncounter[BOSS_RAZUVIOUS] == DONE && m_auiEncounter[BOSS_GOTHIK] != IN_PROGRESS) ? GO_STATE_ACTIVE : GO_STATE_READY);                    break;                case GO_PASSAGE_GOTHIK:                    uiNaxxDoors[DOOR_PASSAGE_GOTHIK] = go->GetGUID();                    go->SetGoState(m_auiEncounter[BOSS_GOTHIK] == DONE ? GO_STATE_ACTIVE : GO_STATE_READY);                    break;                case GO_ROOM_HORSEMEN:                    uiNaxxDoors[DOOR_ROOM_HORSEMEN] = go->GetGUID();                    go->SetGoState((m_auiEncounter[BOSS_GOTHIK] == DONE && m_auiEncounter[BOSS_HORSEMEN] != IN_PROGRESS) ? GO_STATE_ACTIVE : GO_STATE_READY);                    break;                case GO_PASSAGE_SAPPHIRON:                    uiNaxxDoors[DOOR_PASSAGE_SAPPHIRON] = go->GetGUID();                    go->SetGoState(m_auiEncounter[BOSS_SAPPHIRON] == DONE ? GO_STATE_ACTIVE : GO_STATE_READY);                    break;                case GO_ROOM_KELTHUZAD:                    uiNaxxDoors[DOOR_ROOM_KELTHUZAD] = go->GetGUID();                    go->SetGoState(m_auiEncounter[BOSS_KELTHUZAD] != IN_PROGRESS ? GO_STATE_ACTIVE : GO_STATE_READY);                    break;            }            AddDoor(go, false);        }
开发者ID:Archives,项目名称:TrinityCore,代码行数:91,


示例20: OnGameObjectCreate

 void OnGameObjectCreate(GameObject* gameObject) {     switch (gameObject->GetEntry())     {         case GO_KOLOGARN_CHEST_HERO:         case GO_KOLOGARN_CHEST:             KologarnChestGUID = gameObject->GetGUID();             break;         case GO_KOLOGARN_BRIDGE:             KologarnBridgeGUID = gameObject->GetGUID();             if (GetBossState(BOSS_KOLOGARN) == DONE)                 HandleGameObject(0, false, gameObject);             break;         case GO_KOLOGARN_DOOR:             KologarnDoorGUID = gameObject->GetGUID();             break;         case GO_THORIM_CHEST_HERO:         case GO_THORIM_CHEST:             ThorimChestGUID = gameObject->GetGUID();             break;         case GO_HODIR_RARE_CACHE_OF_WINTER_HERO:         case GO_HODIR_RARE_CACHE_OF_WINTER:             HodirRareCacheGUID = gameObject->GetGUID();             break;         case GO_HODIR_CHEST_HERO:         case GO_HODIR_CHEST:             HodirChestGUID = gameObject->GetGUID();             break;         case GO_LEVIATHAN_DOOR:             AddDoor(gameObject, true);             break;         case GO_LEVIATHAN_GATE:             LeviathanGateGUID = gameObject->GetGUID();             if (GetBossState(BOSS_LEVIATHAN) == DONE)                 gameObject->SetGoState(GO_STATE_ACTIVE_ALTERNATIVE);             break;         case GO_XT_002_DOOR:             AddDoor(gameObject, true);             break;         case GO_VEZAX_DOOR:             VezaxDoorGUID = gameObject->GetGUID();             HandleGameObject(0, false, gameObject);             break;         case GO_RAZOR_HARPOON_1:             RazorHarpoonGUIDs[0] = gameObject->GetGUID();             break;         case GO_RAZOR_HARPOON_2:             RazorHarpoonGUIDs[1] = gameObject->GetGUID();             break;         case GO_RAZOR_HARPOON_3:             RazorHarpoonGUIDs[2] = gameObject->GetGUID();             break;         case GO_RAZOR_HARPOON_4:             RazorHarpoonGUIDs[3] = gameObject->GetGUID();             break;         case GO_MOLE_MACHINE:             if (GetBossState(BOSS_RAZORSCALE) == IN_PROGRESS)                 gameObject->SetGoState(GO_STATE_ACTIVE);         case GO_HODIR_DOOR:             HodirDoorGUID = gameObject->GetGUID();             break;         case GO_HODIR_ICE_DOOR:             HodirIceDoorGUID = gameObject->GetGUID();             break;         case GO_ARCHIVUM_DOOR:             ArchivumDoorGUID = gameObject->GetGUID();             if (GetBossState(BOSS_ASSEMBLY_OF_IRON) != DONE)                 HandleGameObject(ArchivumDoorGUID, false);             break;         case GO_CELESTIAL_PLANETARIUM_ACCESS_10:         case GO_CELESTIAL_PLANETARIUM_ACCESS_25:             if (_algalonSummoned)                 gameObject->SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE);             break;         case GO_DOODAD_UL_SIGILDOOR_01:             AlgalonSigilDoorGUID[0] = gameObject->GetGUID();             if (_algalonSummoned)                 gameObject->SetGoState(GO_STATE_ACTIVE);             break;         case GO_DOODAD_UL_SIGILDOOR_02:             AlgalonSigilDoorGUID[1] = gameObject->GetGUID();             if (_algalonSummoned)                 gameObject->SetGoState(GO_STATE_ACTIVE);             break;         case GO_DOODAD_UL_SIGILDOOR_03:             AlgalonSigilDoorGUID[2] = gameObject->GetGUID();             AddDoor(gameObject, true);             break;         case GO_DOODAD_UL_UNIVERSEFLOOR_01:             AlgalonFloorGUID[0] = gameObject->GetGUID();             AddDoor(gameObject, true);             break;         case GO_DOODAD_UL_UNIVERSEFLOOR_02:             AlgalonFloorGUID[1] = gameObject->GetGUID();             AddDoor(gameObject, true);             break;         case GO_DOODAD_UL_UNIVERSEGLOBE01:             AlgalonUniverseGUID = gameObject->GetGUID();             AddDoor(gameObject, true);             break;//.........这里部分代码省略.........
开发者ID:FirstCore,项目名称:GaryMoveOut_4.3.4,代码行数:101,


示例21: OnGameObjectRemove

 void OnGameObjectRemove(GameObject* go) {     AddDoor(go, false); }
开发者ID:Asandru,项目名称:Script-Land,代码行数:4,


示例22: OnGameObjectCreate

 void OnGameObjectCreate(GameObject* gameObject) {     switch (gameObject->GetEntry())     {         case GO_KOLOGARN_CHEST_HERO:         case GO_KOLOGARN_CHEST:             KologarnChestGUID = gameObject->GetGUID();             break;         case GO_KOLOGARN_BRIDGE:             KologarnBridgeGUID = gameObject->GetGUID();             if (GetBossState(BOSS_KOLOGARN) == DONE)                 HandleGameObject(0, false, gameObject);             break;         case GO_KOLOGARN_DOOR:             KologarnDoorGUID = gameObject->GetGUID();             break;         case GO_THORIM_CHEST_HERO:         case GO_THORIM_CHEST:             ThorimChestGUID = gameObject->GetGUID();             break;         case GO_HODIR_RARE_CACHE_OF_WINTER_HERO:         case GO_HODIR_RARE_CACHE_OF_WINTER:             HodirRareCacheGUID = gameObject->GetGUID();             break;         case GO_HODIR_CHEST_HERO:         case GO_HODIR_CHEST:             HodirChestGUID = gameObject->GetGUID();             break;         case GO_LEVIATHAN_DOOR:             AddDoor(gameObject, true);             break;         case GO_LEVIATHAN_GATE:             LeviathanGateGUID = gameObject->GetGUID();             if (GetBossState(BOSS_LEVIATHAN) == DONE)                 gameObject->SetGoState(GO_STATE_ACTIVE_ALTERNATIVE);             break;         case GO_XT_002_DOOR:             AddDoor(gameObject, true);             break;         case GO_VEZAX_DOOR:             VezaxDoorGUID = gameObject->GetGUID();             HandleGameObject(0, false, gameObject);             break;         case GO_RAZOR_HARPOON_1:             RazorHarpoonGUIDs[0] = gameObject->GetGUID();             break;         case GO_RAZOR_HARPOON_2:             RazorHarpoonGUIDs[1] = gameObject->GetGUID();             break;         case GO_RAZOR_HARPOON_3:             RazorHarpoonGUIDs[2] = gameObject->GetGUID();             break;         case GO_RAZOR_HARPOON_4:             RazorHarpoonGUIDs[3] = gameObject->GetGUID();             break;         case GO_MOLE_MACHINE:             if (GetBossState(BOSS_RAZORSCALE) == IN_PROGRESS)                 gameObject->SetGoState(GO_STATE_ACTIVE);         case GO_HODIR_DOOR:             HodirDoorGUID = gameObject->GetGUID();             break;         case GO_HODIR_ICE_DOOR:             HodirIceDoorGUID = gameObject->GetGUID();             break;         case GO_ARCHIVUM_DOOR:             ArchivumDoorGUID = gameObject->GetGUID();             if (GetBossState(BOSS_ASSEMBLY_OF_IRON) != DONE)                 HandleGameObject(ArchivumDoorGUID, false);             break;     } }
开发者ID:Laintime,项目名称:BattleArenas,代码行数:71,


示例23: OnGameObjectCreate

            void OnGameObjectCreate(GameObject* gameObject)            {                switch(gameObject->GetEntry())                {                    case GO_KOLOGARN_CHEST_HERO:                    case GO_KOLOGARN_CHEST:                        KologarnChestGUID = gameObject->GetGUID();                        break;                    case GO_KOLOGARN_BRIDGE:                        KologarnBridgeGUID = gameObject->GetGUID();                        if(GetBossState(BOSS_KOLOGARN) == DONE)                            HandleGameObject(0, false, gameObject);                        break;                    case GO_KOLOGARN_DOOR:                        KologarnDoorGUID = gameObject->GetGUID();                        break;                    case GO_HODIR_RARE_CACHE_OF_WINTER_HERO:                    case GO_HODIR_RARE_CACHE_OF_WINTER:                        HodirRareCacheGUID = gameObject->GetGUID();                        break;                    case GO_HODIR_CHEST_HERO:                    case GO_HODIR_CHEST:                        HodirChestGUID = gameObject->GetGUID();                        break;                    case GO_FREYA_CHEST_HERO:                    case GO_FREYA_CHEST:                        FreyaChestGUID = gameObject->GetGUID();                        break;                    case GO_LEVIATHAN_DOOR:                        AddDoor(gameObject, true);                        break;                    case GO_LEVIATHAN_GATE:                        LeviathanGateGUID = gameObject->GetGUID();                        if(GetBossState(BOSS_LEVIATHAN) == DONE)                            gameObject->SetGoState(GO_STATE_ACTIVE_ALTERNATIVE);                        break;                    case GO_VEZAX_DOOR:                        VezaxDoorGUID = gameObject->GetGUID();                        HandleGameObject(0, false, gameObject);                        break;                    case GO_RAZOR_HARPOON_1:                        RazorHarpoonGUIDs[0] = gameObject->GetGUID();                        break;                    case GO_RAZOR_HARPOON_2:                        RazorHarpoonGUIDs[1] = gameObject->GetGUID();                        break;                    case GO_RAZOR_HARPOON_3:                        RazorHarpoonGUIDs[2] = gameObject->GetGUID();                        break;                    case GO_RAZOR_HARPOON_4:                        RazorHarpoonGUIDs[3] = gameObject->GetGUID();                        break;                    case GO_MOLE_MACHINE:                        if(GetBossState(BOSS_RAZORSCALE) == IN_PROGRESS)                            gameObject->SetGoState(GO_STATE_ACTIVE);                    case GO_HODIR_DOOR:                        HodirDoorGUID = gameObject->GetGUID();                        break;                    case GO_HODIR_ICE_DOOR:                        HodirIceDoorGUID = gameObject->GetGUID();                        break;                    case GO_ARCHIVUM_DOOR:                        ArchivumDoorGUID = gameObject->GetGUID();                        if(GetBossState(BOSS_ASSEMBLY_OF_IRON) == DONE)                            HandleGameObject(0, false, gameObject);                        break;                    // Mimiron                    case GO_MIMIRON_ELEVATOR:                        gameObject->setActive(true);                        MimironElevatorGUID = gameObject->GetGUID();                        break;                    case GO_MIMIRON_DOOR_1:                    case GO_MIMIRON_DOOR_2:                    case GO_MIMIRON_DOOR_3:                        gameObject->setActive(true);                        MimironDoorGUIDList.push_back(gameObject->GetGUID());                        break;                    // Thorim                    case GO_THORIM_CHEST_HERO:                    case GO_THORIM_CHEST:                        ThorimChestGUID = gameObject->GetGUID();                        break;                    case GO_THORIM_ENCOUNTER_DOOR:                        ThorimDoorGUID = gameObject->GetGUID();                        break;                    case GO_THORIM_STONE_DOOR:                        StoneDoorGUID = gameObject->GetGUID();                        break;                    case GO_THORIM_RUNIC_DOOR:                        RunicDoorGUID = gameObject->GetGUID();                        break;                }            }
开发者ID:Darkelmo,项目名称:MythCore,代码行数:95,


示例24: OnGameObjectCreate

 void OnGameObjectCreate(GameObject* pGo) {     AddDoor(pGo, true);     switch(pGo->GetEntry())     {         case GO_LEVIATHAN_DOOR:             uiLeviathanDoor = pGo->GetGUID();             break;         case GO_KOLOGARN_BRIDGE:             uiKologarnBridge = pGo->GetGUID();             HandleGameObject(uiKologarnBridge, true);             break;         case GO_HODIR_RARE_CHEST_10:             uiHodirRareChest = pGo->GetGUID();             break;         case GO_HODIR_RARE_CHEST_25:             uiHodirRareChest = pGo->GetGUID();             break;         case GO_RUNIC_DOOR:             uiRunicDoor = pGo->GetGUID();             break;         case GO_STONE_DOOR:             uiStoneDoor = pGo->GetGUID();             break;         case GO_THORIM_LEVER:             uiThorimLever = pGo->GetGUID();             break;         case GO_MIMIRON_TRAM:             uiMimironTram = pGo->GetGUID();             break;         case GO_MIMIRON_ELEVATOR:             uiMimironElevator = pGo->GetGUID();             break;         case GO_KEEPERS_DOOR:             uiKeepersGate = pGo->GetGUID();             pGo->RemoveFlag(GAMEOBJECT_FLAGS,GO_FLAG_LOCKED);             if (instance)                 for (uint32 i = BOSS_MIMIRON; i < BOSS_VEZAX; ++i)                     if (GetBossState(i) != DONE)                         pGo->SetFlag(GAMEOBJECT_FLAGS,GO_FLAG_LOCKED);             break;         case GO_ARCHIVUM_CONSOLE:             uiArchivumConsole = pGo->GetGUID();             break;         case GO_UNIVERSE_FLOOR_ARCHIVUM:             uiUniverseFloorArchivum = pGo->GetGUID();             break;             // Celestial Planetarium         case GO_CELESTIAL_ACCES:             uiCelestialConsole = pGo->GetGUID();             break;         case GO_CELESTIAL_DOOR:             uiCelestialDoor = pGo->GetGUID();             break;         case GO_UNIVERSE_FLOOR_CELESTIAL:             uiUniverseFloorCelestial = pGo->GetGUID();             break;         case GO_AZEROTH_GLOBE:             uiAzerothGlobe = pGo->GetGUID();             break;         case GO_GIFT_OF_OBSERVER_10:             uiAlagonLoot = pGo->GetGUID();             break;         case GO_GIFT_OF_OBSERVER_25:             uiAlagonLoot = pGo->GetGUID();             break;         default:             break;     } }
开发者ID:Archives,项目名称:TrinityCore,代码行数:70,


示例25: OnGameObjectCreate

 void OnGameObjectCreate(GameObject* gameObject) {     switch (gameObject->GetEntry())     {         case GO_IRON_COUNCIL_ENTRANCE:             IronCouncilEntranceGUID = gameObject->GetGUID();             break;         case GO_XT002_DOOR:             XT002DoorGUID = gameObject->GetGUID();             break;         case GO_KOLOGARN_CHEST_HERO:         case GO_KOLOGARN_CHEST:             KologarnChestGUID = gameObject->GetGUID();             break;         case GO_KOLOGARN_BRIDGE:             KologarnBridgeGUID = gameObject->GetGUID();             if (GetBossState(BOSS_KOLOGARN) == DONE)                 HandleGameObject(0, false, gameObject);             break;         case GO_KOLOGARN_DOOR:             KologarnDoorGUID = gameObject->GetGUID();             break;         case GO_HODIR_RARE_CACHE_OF_WINTER_HERO:         case GO_HODIR_RARE_CACHE_OF_WINTER:             HodirRareCacheGUID = gameObject->GetGUID();             break;         case GO_HODIR_CHEST_HERO:         case GO_HODIR_CHEST:             HodirChestGUID = gameObject->GetGUID();             break;         case GO_LEVIATHAN_DOOR:             AddDoor(gameObject, true);             break;         case GO_LEVIATHAN_GATE:             LeviathanGateGUID = gameObject->GetGUID();             if (GetBossState(BOSS_LEVIATHAN) == DONE)                 gameObject->SetGoState(GO_STATE_ACTIVE_ALTERNATIVE);             break;         case GO_VEZAX_DOOR:             VezaxDoorGUID = gameObject->GetGUID();             HandleGameObject(0, false, gameObject);             break;         case GO_RAZOR_HARPOON_1:             RazorHarpoonGUIDs[0] = gameObject->GetGUID();             break;         case GO_RAZOR_HARPOON_2:             RazorHarpoonGUIDs[1] = gameObject->GetGUID();             break;         case GO_RAZOR_HARPOON_3:             RazorHarpoonGUIDs[2] = gameObject->GetGUID();             break;         case GO_RAZOR_HARPOON_4:             RazorHarpoonGUIDs[3] = gameObject->GetGUID();             break;         case GO_MOLE_MACHINE:             if (GetBossState(BOSS_RAZORSCALE) == IN_PROGRESS)                 gameObject->SetGoState(GO_STATE_ACTIVE);             break;         case GO_HODIR_DOOR:             HodirDoorGUID = gameObject->GetGUID();             break;         case GO_HODIR_ICE_DOOR:             HodirIceDoorGUID = gameObject->GetGUID();             if (GetBossState(BOSS_HODIR) == DONE)                 HandleGameObject(HodirIceDoorGUID, true);             break;         case GO_HODIR_STONE_DOOR:             HodirStoneDoorGUID = gameObject->GetGUID();             if (GetBossState(BOSS_HODIR) == DONE)                 HandleGameObject(HodirStoneDoorGUID, true);             break;         case GO_ARCHIVUM_DOOR:             ArchivumDoorGUID = gameObject->GetGUID();             HandleGameObject(0, GetBossState(BOSS_ASSEMBLY_OF_IRON) == DONE, gameObject);             break;         case GO_MIMIRON_TRAIN:             gameObject->setActive(true);             MimironTrainGUID = gameObject->GetGUID();             break;         case GO_MIMIRON_ELEVATOR:             gameObject->setActive(true);             MimironElevatorGUID = gameObject->GetGUID();             break;         case GO_MIMIRON_DOOR_1:         case GO_MIMIRON_DOOR_2:         case GO_MIMIRON_DOOR_3:             gameObject->setActive(true);             MimironDoorGUIDList.push_back(gameObject->GetGUID());             break;         case GO_WAY_TO_YOGG:             WayToYoggGUID = gameObject->GetGUID();             if (GetBossState(BOSS_FREYA) == DONE &&                 GetBossState(BOSS_MIMIRON) == DONE &&                 GetBossState(BOSS_HODIR) == DONE &&                 GetBossState(BOSS_THORIM) == DONE)                 gameObject->RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_LOCKED);             break;         case GO_THORIM_CHEST_HERO:         case GO_THORIM_CHEST:             ThorimChestGUID = gameObject->GetGUID();//.........这里部分代码省略.........
开发者ID:mynew2,项目名称:trinity-core,代码行数:101,


示例26: OnGameObjectRemove

 void OnGameObjectRemove(GameObject* go) override {      if (go->GetEntry() == GO_IKISS_DOOR)          AddDoor(go, false); }
开发者ID:Rastrian,项目名称:DeathCore_3.3.5,代码行数:5,


示例27: OnGameObjectCreate

        void OnGameObjectCreate(GameObject* go)        {            if (go->GetGOInfo()->displayId == 6785 || go->GetGOInfo()->displayId == 1287)            {                uint32 section = GetEruptionSection(go->GetPositionX(), go->GetPositionY());                HeiganEruptionGUID[section].insert(go->GetGUID());                return;            }            switch (go->GetEntry())            {                case 16506:                case 16505:                    FaerlinaMinion.insert(go->GetGUID());                    break;                case 16803:                    RazuviousMinion.insert(go->GetGUID());                    break;                case 16063:                case 16064:                case 16065:                case 30549:                    Horsemen.insert(go->GetGUID());                    break;                case GO_PASSAGE_SAPPHIRON:                    SapphironWall = go->GetGUID();                    break;                case GO_ROOM_GROBBULUS:                    GrobbulusDoor = go->GetGUID();                    break;                case GO_PASSAGE_GLUTH:                    GluthDoor = go->GetGUID();                    break;                case GO_ROOM_THADDIUS:                    ThaddiusDoor = go->GetGUID();                    break;                case GO_PASSAGE_ANUBREKHAN:                    AnubrekhanDoor = go->GetGUID();                    break;                case GO_PASSAGE_FAERLINA:                    FaerlinaDoor = go->GetGUID();                    break;                case GO_ROOM_MAEXXNA:                    MaexxnaDoor = go->GetGUID();                    break;                case GO_PASSAGE_NOTH:                    NothDoor_Out = go->GetGUID();                    break;                case GO_ROOM_HEIGAN:                    HeiganDoor = go->GetGUID();                    break;                case GO_PASSAGE_GOTHIK:                    GothicDoor = go->GetGUID();                    break;                case GO_ROOM_HORSEMEN:                    HorsemenDoor = go->GetGUID();                    break;                case GO_HORSEMEN_CHEST:                    HorsemenChestGUID = go->GetGUID();                    break;                case GO_HORSEMEN_CHEST_HERO:                    HorsemenChestGUID = go->GetGUID();                    break;                case GO_KELTHUZAD_PORTAL01:                    uiPortals[0] = go->GetGUID();                    break;                case GO_KELTHUZAD_PORTAL02:                    uiPortals[1] = go->GetGUID();                    break;                case GO_KELTHUZAD_PORTAL03:                    uiPortals[2] = go->GetGUID();                    break;                case GO_KELTHUZAD_PORTAL04:                    uiPortals[3] = go->GetGUID();                    break;                case GO_KELTHUZAD_TRIGGER:                    uiKelthuzadTrigger = go->GetGUID();                    break;                default:                    break;            }            AddDoor(go, true);        }
开发者ID:Archives,项目名称:TrinityCore,代码行数:85,



注:本文中的AddDoor函数示例整理自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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