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本文整理汇总了C++中BattleGroundTypeId函数的典型用法代码示例。如果您正苦于以下问题:C++ BattleGroundTypeId函数的具体用法?C++ BattleGroundTypeId怎么用?C++ BattleGroundTypeId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BattleGroundTypeId函数的13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: BattleGroundTypeIdBattleGround::BattleGround(){ m_TypeID = BattleGroundTypeId(0); m_Status = STATUS_NONE; m_ClientInstanceID = 0; m_EndTime = 0; m_BracketId = BG_BRACKET_ID_TEMPLATE; m_InvitedAlliance = 0; m_InvitedHorde = 0; m_Winner = TEAM_NONE; m_StartTime = 0; m_Events = 0; m_Name = ""; m_LevelMin = 0; m_LevelMax = 0; m_InBGFreeSlotQueue = false; m_MaxPlayersPerTeam = 0; m_MaxPlayers = 0; m_MinPlayersPerTeam = 0; m_MinPlayers = 0; m_MapId = 0; m_Map = NULL; m_TeamStartLocX[BG_TEAM_ALLIANCE] = 0; m_TeamStartLocX[BG_TEAM_HORDE] = 0; m_TeamStartLocY[BG_TEAM_ALLIANCE] = 0; m_TeamStartLocY[BG_TEAM_HORDE] = 0; m_TeamStartLocZ[BG_TEAM_ALLIANCE] = 0; m_TeamStartLocZ[BG_TEAM_HORDE] = 0; m_TeamStartLocO[BG_TEAM_ALLIANCE] = 0; m_TeamStartLocO[BG_TEAM_HORDE] = 0; m_BgRaids[BG_TEAM_ALLIANCE] = NULL; m_BgRaids[BG_TEAM_HORDE] = NULL; m_PlayersCount[BG_TEAM_ALLIANCE] = 0; m_PlayersCount[BG_TEAM_HORDE] = 0; m_TeamScores[BG_TEAM_ALLIANCE] = 0; m_TeamScores[BG_TEAM_HORDE] = 0; m_PrematureCountDown = false; m_PrematureCountDownTimer = 0; m_StartDelayTimes[BG_STARTING_EVENT_FIRST] = BG_START_DELAY_2M; m_StartDelayTimes[BG_STARTING_EVENT_SECOND] = BG_START_DELAY_1M; m_StartDelayTimes[BG_STARTING_EVENT_THIRD] = BG_START_DELAY_30S; m_StartDelayTimes[BG_STARTING_EVENT_FOURTH] = BG_START_DELAY_NONE; // we must set to some default existing values m_StartMessageIds[BG_STARTING_EVENT_FIRST] = 0; m_StartMessageIds[BG_STARTING_EVENT_SECOND] = LANG_BG_WS_START_ONE_MINUTE; m_StartMessageIds[BG_STARTING_EVENT_THIRD] = LANG_BG_WS_START_HALF_MINUTE; m_StartMessageIds[BG_STARTING_EVENT_FOURTH] = LANG_BG_WS_HAS_BEGUN;}
开发者ID:MonstermoshCOM,项目名称:server,代码行数:59,
示例2: BattleGroundTypeIdBattleGround::BattleGround(){ m_TypeID = BattleGroundTypeId(0); m_InstanceID = 0; m_Status = STATUS_NONE; m_EndTime = 0; m_BracketId = MAX_BATTLEGROUND_BRACKETS; // use as mark bg template m_InvitedAlliance = 0; m_InvitedHorde = 0; m_Winner = 2; m_StartTime = 0; m_Events = 0; m_BuffChange = false; m_Name = ""; m_LevelMin = 0; m_LevelMax = 0; m_InBGFreeSlotQueue = false; m_SetDeleteThis = false; m_MaxPlayersPerTeam = 0; m_MaxPlayers = 0; m_MinPlayersPerTeam = 0; m_MinPlayers = 0; m_MapId = 0; m_Map = NULL; m_TeamStartLocX[BG_TEAM_ALLIANCE] = 0; m_TeamStartLocX[BG_TEAM_HORDE] = 0; m_TeamStartLocY[BG_TEAM_ALLIANCE] = 0; m_TeamStartLocY[BG_TEAM_HORDE] = 0; m_TeamStartLocZ[BG_TEAM_ALLIANCE] = 0; m_TeamStartLocZ[BG_TEAM_HORDE] = 0; m_TeamStartLocO[BG_TEAM_ALLIANCE] = 0; m_TeamStartLocO[BG_TEAM_HORDE] = 0; m_BgRaids[BG_TEAM_ALLIANCE] = NULL; m_BgRaids[BG_TEAM_HORDE] = NULL; m_PlayersCount[BG_TEAM_ALLIANCE] = 0; m_PlayersCount[BG_TEAM_HORDE] = 0; m_TeamScores[BG_TEAM_ALLIANCE] = 0; m_TeamScores[BG_TEAM_HORDE] = 0; m_PrematureCountDown = false; m_PrematureCountDown = 0;}
开发者ID:magomags,项目名称:mangoszero,代码行数:51,
示例3: DEBUG_LOGvoid WorldSession::HandleBattlefieldListOpcode(WorldPacket& recv_data){ DEBUG_LOG("WORLD: Received opcode CMSG_BATTLEFIELD_LIST"); uint32 bgTypeId; recv_data >> bgTypeId; // id from DBC BattlemasterListEntry const* bl = sBattlemasterListStore.LookupEntry(bgTypeId); if (!bl) { sLog.outError("Battleground: invalid bgtype received."); return; } WorldPacket data; sBattleGroundMgr.BuildBattleGroundListPacket(&data, ObjectGuid(), _player, BattleGroundTypeId(bgTypeId)); SendPacket(&data);}
开发者ID:Adeer,项目名称:server,代码行数:18,
示例4: DEBUG_LOGvoid WorldSession::HandleBattlefieldListOpcode( WorldPacket &recv_data ){ DEBUG_LOG( "WORLD: Recvd CMSG_BATTLEFIELD_LIST Message"); uint32 mapId; recv_data >> mapId; BattleGroundTypeId bgTypeId = GetBattleGroundTypeIdByMapId(mapId); if(bgTypeId == BATTLEGROUND_TYPE_NONE) { sLog.outError("Battleground: invalid bgtype received."); return; } WorldPacket data; sBattleGroundMgr.BuildBattleGroundListPacket(&data, _player->GetGUID(), _player, BattleGroundTypeId(bgTypeId)); SendPacket( &data );}
开发者ID:daemonaps,项目名称:mangoszero,代码行数:19,
示例5: CHECK_PACKET_SIZEvoid WorldSession::HandleBattleGroundListOpcode( WorldPacket &recv_data ){ CHECK_PACKET_SIZE(recv_data, 4); sLog.outDebug( "WORLD: Recvd CMSG_BATTLEFIELD_LIST Message"); uint32 bgTypeId; recv_data >> bgTypeId; // id from DBC BattlemasterListEntry const* bl = sBattlemasterListStore.LookupEntry(bgTypeId); if(!bl) { sLog.outError("Battleground: invalid bgtype received."); return; } WorldPacket data; sBattleGroundMgr.BuildBattleGroundListPacket(&data, _player->GetGUID(), _player, BattleGroundTypeId(bgTypeId)); SendPacket( &data );}
开发者ID:Diaken,项目名称:mangos,代码行数:20,
示例6: BattleGroundTypeIdvoid WorldSession::HandleBattlefieldListOpcode( WorldPacket &recv_data ){ sLog.outDebug( "WORLD: Recvd CMSG_BATTLEFIELD_LIST Message"); uint32 bgTypeId; recv_data >> bgTypeId; // id from DBC uint8 fromWhere; recv_data >> fromWhere; // 0 - battlemaster, 1 - UI BattlemasterListEntry const* bl = sBattlemasterListStore.LookupEntry(bgTypeId); if (!bl) { sLog.outError("Battleground: invalid bgtype received."); return; } WorldPacket data; sBattleGroundMgr.BuildBattleGroundListPacket(&data, 0, _player, BattleGroundTypeId(bgTypeId), fromWhere); SendPacket( &data );}
开发者ID:executor,项目名称:riboncore,代码行数:21,
示例7: DEBUG_LOGvoid WorldSession::HandleBattlefieldListOpcode( WorldPacket &recv_data ){ DEBUG_LOG( "WORLD: Recvd CMSG_BATTLEFIELD_LIST Message"); uint32 bgTypeId; recv_data >> bgTypeId; // id from DBC uint8 fromWhere; recv_data >> fromWhere; // 0 - battlemaster (lua: ShowBattlefieldList), 1 - UI (lua: RequestBattlegroundInstanceInfo) uint8 unk1; recv_data >> unk1; // unknown 3.2.2 BattlemasterListEntry const* bl = sBattlemasterListStore.LookupEntry(bgTypeId); if (!bl) { sLog.outError("Battleground: invalid bgtype received."); return; } WorldPacket data; sBattleGroundMgr.BuildBattleGroundListPacket(&data, ObjectGuid(), _player, BattleGroundTypeId(bgTypeId), fromWhere); SendPacket( &data );}
开发者ID:kero99,项目名称:mangos_old,代码行数:24,
示例8: idvoid WorldSession::HandleBattlemasterJoinOpcode( WorldPacket & recv_data ){ ObjectGuid guid; uint32 bgTypeId_; uint32 instanceId; uint8 joinAsGroup; bool isPremade = false; Group * grp; recv_data >> guid; // battlemaster guid recv_data >> bgTypeId_; // battleground type id (DBC id) recv_data >> instanceId; // instance id, 0 if First Available selected recv_data >> joinAsGroup; // join as group if (!sBattlemasterListStore.LookupEntry(bgTypeId_)) { sLog.outError("Battleground: invalid bgtype (%u) received. possible cheater? player guid %u",bgTypeId_,_player->GetGUIDLow()); return; } BattleGroundTypeId bgTypeId = BattleGroundTypeId(bgTypeId_); DEBUG_LOG( "WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from %s", guid.GetString().c_str()); // can do this, since it's battleground, not arena BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, 0); BattleGroundQueueTypeId bgQueueTypeIdRandom = BattleGroundMgr::BGQueueTypeId(BATTLEGROUND_RB, 0); // ignore if player is already in BG if (_player->InBattleGround()) return; // prevent joining from instances uint32 mapid = _player->GetMapId(); if(mapid != 0 && mapid != 1 && mapid != 530 && mapid != 571) { SendNotification(" C++ BcAssert函数代码示例 C++ BattleGroundAVTeamIndex函数代码示例
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