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本文整理汇总了C++中ClearCharmInfoFlags函数的典型用法代码示例。如果您正苦于以下问题:C++ ClearCharmInfoFlags函数的具体用法?C++ ClearCharmInfoFlags怎么用?C++ ClearCharmInfoFlags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ClearCharmInfoFlags函数的9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: ClearCharmInfoFlagsvoid PetAI::DoAttack(Unit* target, bool chase){ // Handles attack with or without chase and also resets flags // for next update / creature kill if (me->Attack(target, true)) { if (Unit* owner = me->GetOwner()) owner->SetInCombatWith(target); // Play sound to let the player know the pet is attacking something it picked on its own if (me->HasReactState(REACT_AGGRESSIVE) && !me->GetCharmInfo()->IsCommandAttack()) me->SendPetAIReaction(me->GetGUID()); if (chase) { ClearCharmInfoFlags(); me->GetMotionMaster()->Clear(); me->GetMotionMaster()->MoveChase(target); } else // (Stay && ((Aggressive || Defensive) && In Melee Range))) { ClearCharmInfoFlags(); me->GetCharmInfo()->SetIsAtStay(true); me->GetMotionMaster()->Clear(); me->GetMotionMaster()->MoveIdle(); } }}
开发者ID:Ne3x,项目名称:TrinityCore,代码行数:30,
示例2: switchvoid PetAI::MovementInform(uint32 moveType, uint32 data){ // Receives notification when pet reaches stay or follow owner switch (moveType) { case POINT_MOTION_TYPE: { // Pet is returning to where stay was clicked. data should be // pet's GUIDLow since we set that as the waypoint ID if (data == me->GetGUIDLow() && me->GetCharmInfo()->IsReturning()) { ClearCharmInfoFlags(); me->GetCharmInfo()->SetIsAtStay(true); me->GetMotionMaster()->Clear(); me->GetMotionMaster()->MoveIdle(); } break; } case FOLLOW_MOTION_TYPE: { // If data is owner's GUIDLow then we've reached follow point, // otherwise we're probably chasing a creature if (me->GetCharmerOrOwner() && me->GetCharmInfo() && data == me->GetCharmerOrOwner()->GetGUIDLow() && me->GetCharmInfo()->IsReturning()) { ClearCharmInfoFlags(); me->GetCharmInfo()->SetIsFollowing(true); } break; } default: break; }}
开发者ID:Ne3x,项目名称:TrinityCore,代码行数:33,
示例3: ClearCharmInfoFlagsvoid PetAI::DoAttack(Unit* target, bool chase){ // Handles attack with or without chase and also resets flags // for next update / creature kill if (me->Attack(target, true)) { // Play sound to let the player know the pet is attacking something it picked on its own if (me->HasReactState(REACT_AGGRESSIVE) && !me->GetCharmInfo()->IsCommandAttack()) me->SendPetAIReaction(me->GetGUID()); if (chase) { bool oldCmdAttack = me->GetCharmInfo()->IsCommandAttack(); // This needs to be reset after other flags are cleared ClearCharmInfoFlags(); me->GetCharmInfo()->SetIsCommandAttack(oldCmdAttack); // For passive pets commanded to attack so they will use spells me->GetMotionMaster()->Clear(); me->GetMotionMaster()->MoveChase(target); } else // (Stay && ((Aggressive || Defensive) && In Melee Range))) { ClearCharmInfoFlags(); me->GetCharmInfo()->SetIsAtStay(true); me->GetMotionMaster()->Clear(); me->GetMotionMaster()->MoveIdle(); } }}
开发者ID:GlassFace,项目名称:XC_CORE,代码行数:28,
示例4: switch/// Receives notification when pet reaches stay or follow ownervoid PetAI::MovementInform(uint32 moveType, uint32 data){ if (!me->GetCharmInfo()) return; switch (moveType) { case POINT_MOTION_TYPE: { // Pet is returning to where stay was clicked. data should be // pet's GUIDLow since we set that as the waypoint ID if (data == me->GetGUIDLow() && me->GetCharmInfo()->IsReturning()) { ClearCharmInfoFlags(); me->GetCharmInfo()->SetIsAtStay(true); me->GetMotionMaster()->Clear(); me->GetMotionMaster()->MoveIdle(); } break; } case FOLLOW_MOTION_TYPE: { // If data is owner's GUIDLow then we've reached follow point if (me->GetCharmerOrOwner() && data == me->GetCharmerOrOwner()->GetGUIDLow() && me->GetCharmInfo()->IsReturning()) { ClearCharmInfoFlags(); me->GetCharmInfo()->SetIsFollowing(true); me->AddUnitState(UNIT_STATE_FOLLOW); } break; } default: break; }}
开发者ID:Adeer,项目名称:OregonCore,代码行数:36,
示例5: ClearCharmInfoFlagsvoid PetAI::HandleReturnMovement(){ // Handles moving the pet back to stay or owner // Prevent activating movement when under control of spells // such as "Eyes of the Beast" if (me->isCharmed()) return; if (me->GetCharmInfo()->HasCommandState(COMMAND_STAY)) { if (!me->GetCharmInfo()->IsAtStay() && !me->GetCharmInfo()->IsReturning()) { float x, y, z; me->GetCharmInfo()->GetStayPosition(x, y, z); ClearCharmInfoFlags(); me->GetCharmInfo()->SetIsReturning(true); me->GetMotionMaster()->Clear(); me->GetMotionMaster()->MovePoint(me->GetGUIDLow(), x, y, z); } } else // COMMAND_FOLLOW { if (!me->GetCharmInfo()->IsFollowing() && !me->GetCharmInfo()->IsReturning()) { ClearCharmInfoFlags(); me->GetCharmInfo()->SetIsReturning(true); me->GetMotionMaster()->Clear(); me->GetMotionMaster()->MoveFollow(me->GetCharmerOrOwner(), PET_FOLLOW_DIST, me->GetFollowAngle()); } }}
开发者ID:Adeer,项目名称:OregonCore,代码行数:34,
示例6: ClearCharmInfoFlagsvoid PetAI::DoAttack(Unit* target, bool chase){ // Handles attack with or without chase and also resets flags // for next update / creature kill if (me->Attack(target, true)) { me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PET_IN_COMBAT); // on player pets, this flag indicates we're actively going after a target - that's what we're doing, so set it // Play sound to let the player know the pet is attacking something it picked on its own if (me->HasReactState(REACT_AGGRESSIVE) && !me->GetCharmInfo()->IsCommandAttack()) me->SendPetAIReaction(me->GetGUID()); if (chase) { bool oldCmdAttack = me->GetCharmInfo()->IsCommandAttack(); // This needs to be reset after other flags are cleared ClearCharmInfoFlags(); me->GetCharmInfo()->SetIsCommandAttack(oldCmdAttack); // For passive pets commanded to attack so they will use spells if (me->HasUnitState(UNIT_STATE_FOLLOW)) me->GetMotionMaster()->Remove(FOLLOW_MOTION_TYPE); me->GetMotionMaster()->MoveChase(target, me->GetPetChaseDistance(), float(M_PI)); } else // (Stay && ((Aggressive || Defensive) && In Melee Range))) { ClearCharmInfoFlags(); me->GetCharmInfo()->SetIsAtStay(true); if (me->HasUnitState(UNIT_STATE_FOLLOW)) me->GetMotionMaster()->Remove(FOLLOW_MOTION_TYPE); me->GetMotionMaster()->MoveIdle(); } }}
开发者ID:ElunaLuaEngine,项目名称:ElunaTrinityWotlk,代码行数:35,
示例7: ClearCharmInfoFlagsvoid PetAI::HandleReturnMovement(){ // Handles moving the pet back to stay or owner // Prevent activating movement when under control of spells // such as "Eyes of the Beast" if (me->isPossessed()) return; if (me->GetCharmInfo()->HasCommandState(COMMAND_STAY)) { if (!me->GetCharmInfo()->IsAtStay() && !me->GetCharmInfo()->IsReturning()) { if (me->GetCharmInfo()->HasStayPosition()) { // Return to previous position where stay was clicked if (me->GetMotionMaster()->GetMotionSlotType(MOTION_SLOT_CONTROLLED) == NULL_MOTION_TYPE) { float x, y, z; me->GetCharmInfo()->GetStayPosition(x, y, z); ClearCharmInfoFlags(); me->GetCharmInfo()->SetIsReturning(true); me->GetMotionMaster()->Clear(); me->GetMotionMaster()->MovePoint(me->GetUInt32Value(OBJECT_FIELD_GUID), x, y, z); } } } } else // COMMAND_FOLLOW { if (!me->GetCharmInfo()->IsFollowing() && !me->GetCharmInfo()->IsReturning()) { if (me->GetMotionMaster()->GetMotionSlotType(MOTION_SLOT_CONTROLLED) == NULL_MOTION_TYPE) { ClearCharmInfoFlags(); me->GetCharmInfo()->SetIsReturning(true); me->GetMotionMaster()->Clear(); me->GetMotionMaster()->MoveFollow(me->GetCharmerOrOwner(), PET_FOLLOW_DIST, me->GetFollowAngle()); } } } me->GetCharmInfo()->SetForcedSpell(0); me->GetCharmInfo()->SetForcedTargetGUID(0); // xinef: remember that npcs summoned by npcs can also be pets me->DeleteThreatList(); me->ClearInPetCombat();}
开发者ID:rynnokung,项目名称:azerothcore-wotlk,代码行数:49,
示例8: ClearCharmInfoFlagsvoid PetAI::_stopAttack(){ if (!m_creature->isAlive()) { m_creature->GetMotionMaster()->Clear(); m_creature->GetMotionMaster()->MoveIdle(); m_creature->CombatStop(); m_creature->getHostileRefManager().deleteReferences(); return; } m_creature->AttackStop(); m_creature->InterruptNonMeleeSpells(false); //m_creature->SendMeleeAttackStop(); // Should stop pet's attack button from flashing m_creature->GetCharmInfo()->SetIsCommandAttack(false); ClearCharmInfoFlags(); HandleReturnMovement();}
开发者ID:Maduse,项目名称:server,代码行数:18,
示例9: TC_LOG_DEBUGvoid PetAI::_stopAttack(){ if (!me->IsAlive()) { TC_LOG_DEBUG("misc", "Creature stoped attacking cuz his dead [%s]", me->GetGUID().ToString().c_str()); me->GetMotionMaster()->Clear(); me->GetMotionMaster()->MoveIdle(); me->CombatStop(); me->getHostileRefManager().deleteReferences(); return; } me->AttackStop(); me->InterruptNonMeleeSpells(false); me->SendMeleeAttackStop(); // Should stop pet's attack button from flashing me->GetCharmInfo()->SetIsCommandAttack(false); ClearCharmInfoFlags(); HandleReturnMovement();}
开发者ID:beyourself,项目名称:DeathCore_6.x,代码行数:19,
注:本文中的ClearCharmInfoFlags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。 C++ ClearCommError函数代码示例 C++ ClearCache函数代码示例 |