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自学教程:C++ DoEventIfAny函数代码示例

51自学网 2021-06-01 20:28:56
  C++
这篇教程C++ DoEventIfAny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DoEventIfAny函数的典型用法代码示例。如果您正苦于以下问题:C++ DoEventIfAny函数的具体用法?C++ DoEventIfAny怎么用?C++ DoEventIfAny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DoEventIfAny函数的12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: DoEventIfAny

bool FlightPathMovementGenerator::DoUpdate(Player* player, uint32 /*diff*/){    uint32 pointId = (uint32)player->movespline->currentPathIdx();    if (pointId > i_currentNode)    {        bool departureEvent = true;        do        {            DoEventIfAny(player, i_path[i_currentNode], departureEvent);            while (!_pointsForPathSwitch.empty() && _pointsForPathSwitch.front().PathIndex <= i_currentNode)            {                _pointsForPathSwitch.pop_front();                player->m_taxi.NextTaxiDestination();                if (!_pointsForPathSwitch.empty())                {                    player->UpdateCriteria(CRITERIA_TYPE_GOLD_SPENT_FOR_TRAVELLING, _pointsForPathSwitch.front().Cost);                    player->ModifyMoney(-_pointsForPathSwitch.front().Cost);                }            }            if (pointId == i_currentNode)                break;            if (i_currentNode == _preloadTargetNode)                PreloadEndGrid();            i_currentNode += (uint32)departureEvent;            departureEvent = !departureEvent;        }        while (true);    }    return i_currentNode < (i_path.size() - 1);}
开发者ID:Chaplain,项目名称:TrinityCore,代码行数:33,


示例2: DoEventIfAny

bool FlightPathMovementGenerator::DoUpdate(Player* owner, uint32 diff){    if (!owner)        return false;    if (!owner->isAlive())        return false;    uint32 pointId = (uint32)owner->movespline->currentPathIdx();    if (pointId > i_currentNode)    {        bool departureEvent = true;        do        {            DoEventIfAny(owner, (*i_path)[i_currentNode], departureEvent);            if (pointId == i_currentNode)                break;            if (i_currentNode == _preloadTargetNode)                PreloadEndGrid();            i_currentNode += (uint32)departureEvent;            departureEvent = !departureEvent;        }        while (true);    }    return i_currentNode < (i_path->size() - 1);}
开发者ID:evelynn,项目名称:Core,代码行数:30,


示例3: traveller

bool FlightPathMovementGenerator::Update(Player &player, const uint32 &diff){    if (MovementInProgress())    {        Traveller<Player> traveller(player);        if (i_destinationHolder.UpdateTraveller(traveller, diff))        {            i_destinationHolder.ResetUpdate(FLIGHT_TRAVEL_UPDATE);            if (i_destinationHolder.HasArrived())            {                DoEventIfAny(player,(*i_path)[i_currentNode], false);                uint32 curMap = (*i_path)[i_currentNode].mapid;                ++i_currentNode;                if (MovementInProgress())                {                    DoEventIfAny(player,(*i_path)[i_currentNode], true);                    sLog->outStaticDebug("loading node %u for player %s", i_currentNode, player.GetName());                    if ((*i_path)[i_currentNode].mapid == curMap)                    {                        // do not send movement, it was sent already                        i_destinationHolder.SetDestination(traveller, (*i_path)[i_currentNode].x, (*i_path)[i_currentNode].y, (*i_path)[i_currentNode].z, false);                    }                     // check if it's time to preload the flightmaster grid at path end                    if (i_currentNode == m_preloadTargetNode)                        PreloadEndGrid();                    return true;                }                //else HasArrived()            }            else                return true;        }        else            return true;    }    // we have arrived at the end of the path    return false;}
开发者ID:CamelPown,项目名称:TrueBl0OD,代码行数:43,


示例4: traveller

bool FlightPathMovementGenerator::Update(Player &player, const uint32 &diff){    if (MovementInProgress())    {        Traveller<Player> traveller(player);        if( i_destinationHolder.UpdateTraveller(traveller, diff, false) )        {            if (!IsActive(player))                          // force stop processing (movement can move out active zone with cleanup movegens list)                return true;                                // not expire now, but already lost            i_destinationHolder.ResetUpdate(FLIGHT_TRAVEL_UPDATE);            if (i_destinationHolder.HasArrived())            {                DoEventIfAny(player,(*i_path)[i_currentNode],false);                uint32 curMap = (*i_path)[i_currentNode].mapid;                ++i_currentNode;                if (MovementInProgress())                {                    DoEventIfAny(player,(*i_path)[i_currentNode],true);                    DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "loading node %u for player %s", i_currentNode, player.GetName());                    if ((*i_path)[i_currentNode].mapid == curMap)                    {                        // do not send movement, it was sent already                        i_destinationHolder.SetDestination(traveller, (*i_path)[i_currentNode].x, (*i_path)[i_currentNode].y, (*i_path)[i_currentNode].z, false);                    }                    return true;                }            }            else                return true;        }        else            return true;    }    // we have arrived at the end of the path    return false;}
开发者ID:Adalinator,项目名称:mangos,代码行数:40,


示例5: DoEventIfAny

bool FlightPathMovementGenerator::Update(Player &player, const uint32 &diff){    uint32 pointId = (uint32)player.movespline->currentPathIdx();    if (pointId > i_currentNode)    {        bool departureEvent = true;        do        {            DoEventIfAny(player,(*i_path)[i_currentNode],departureEvent);            if (pointId == i_currentNode)                break;            i_currentNode += (uint32)departureEvent;            departureEvent = !departureEvent;        } while(true);    }    return i_currentNode < (i_path->size()-1);}
开发者ID:AlexDereka,项目名称:mangos,代码行数:18,


示例6: DoEventIfAny

bool FlightPathMovementGenerator::DoUpdate(Player &player, uint32 /*diff*/){    uint32 pointId = (uint32)player.movespline->currentPathIdx();    if (pointId > i_currentNode)    {        bool departureEvent = true;        do        {            DoEventIfAny(player, (*i_path)[i_currentNode], departureEvent);            if (pointId == i_currentNode)                break;            if (i_currentNode == _preloadTargetNode)                PreloadEndGrid();            i_currentNode += (uint32)departureEvent;            departureEvent = !departureEvent;        }        while (true);    }    return i_currentNode < (i_path->size()-1);}
开发者ID:heros,项目名称:LasCore,代码行数:21,


示例7: DoInitialize

bool FlightPathMovementGenerator::DoUpdate(Player* player, uint32 /*diff*/){    // xinef: map was switched    if (_mapSwitch)    {        DoInitialize(player);        _mapSwitch = false;        return true;    }    uint32 pointId = (uint32)player->movespline->currentPathIdx();    if (pointId > i_currentNode)    {        bool departureEvent = true;        do        {            if (i_currentNode >= i_path.size())            {                sLog->outMisc("TAXI NODE WAS GREATER THAN PATH SIZE, GUID: %u, POINTID: %u, NODESIZE: %lu, CURRENT: %u", player->GetGUIDLow(), pointId, i_path.size(), i_currentNode);                player->CleanupAfterTaxiFlight();                return false;            }            if (i_path[i_currentNode]->mapid != player->GetMapId())            {                sLog->outMisc("Player on different map, curmap: %u, pointmap: %u, nodesize: %lu, currentnode: %u", player->GetMapId(), i_path[i_currentNode]->mapid, i_path.size(), i_currentNode);                player->CleanupAfterTaxiFlight();                return false;            }            DoEventIfAny(player, i_path[i_currentNode], departureEvent);            // xinef: erase any previous points            uint32 curSize = _pointsForPathSwitch.size();            while (!_pointsForPathSwitch.empty() && _pointsForPathSwitch.front() <= i_currentNode)                _pointsForPathSwitch.pop_front();            // xinef: switch destination only once            if (curSize != _pointsForPathSwitch.size())                player->m_taxi.NextTaxiDestination();            if (pointId == i_currentNode)                break;            if (i_currentNode == _preloadTargetNode && player->GetMapId() == _endMapId)                PreloadEndGrid();            i_currentNode += (uint32)departureEvent;            departureEvent = !departureEvent;            // xinef: map should be switched, do not rely on client packets QQ            if (i_currentNode + 1 < i_path.size() && i_path[i_currentNode+1]->mapid != player->GetMapId())            {                ++i_currentNode;                _mapSwitch = true;                player->TeleportTo(i_path[i_currentNode]->mapid, i_path[i_currentNode]->x, i_path[i_currentNode]->y, i_path[i_currentNode]->z, player->GetOrientation(), TELE_TO_NOT_LEAVE_TAXI);                return true;            }            // xinef: reached the end            if (i_currentNode >= i_path.size() - 1)            {                player->CleanupAfterTaxiFlight();                player->SetFallInformation(time(NULL), player->GetPositionZ());                if (player->pvpInfo.IsHostile)                    player->CastSpell(player, 2479, true);                return false;            }        }        while (true);    }    return i_currentNode < (i_path.size() - 1);}
开发者ID:Helias,项目名称:azerothcore-wotlk,代码行数:74,


示例8: AI

void Transport::Update(uint32 diff){    uint32 const positionUpdateDelay = 200;    if (AI())        AI()->UpdateAI(diff);    else if (!AIM_Initialize())        TC_LOG_ERROR("entities.transport", "Could not initialize GameObjectAI for Transport");    if (GetKeyFrames().size() <= 1)        return;    m_goValue.Transport.PathProgress += diff;    uint32 timer = m_goValue.Transport.PathProgress % GetPeriod();    // Set current waypoint    // Desired outcome: _currentFrame->DepartureTime < timer < _nextFrame->ArriveTime    // ... arrive | ... delay ... | departure    //      event /         event /    for (;;)    {        if (timer >= _currentFrame->ArriveTime)        {            if (!_triggeredArrivalEvent)            {                DoEventIfAny(*_currentFrame, false);                _triggeredArrivalEvent = true;            }            if (timer < _currentFrame->DepartureTime)            {                SetMoving(false);                if (_pendingStop)                    SetGoState(GO_STATE_READY);                break;  // its a stop frame and we are waiting            }        }        if (_pendingStop && timer >= _currentFrame->DepartureTime && GetGoState() == GO_STATE_READY)        {            m_goValue.Transport.PathProgress = (m_goValue.Transport.PathProgress / GetPeriod());            m_goValue.Transport.PathProgress *= GetPeriod();            m_goValue.Transport.PathProgress += _currentFrame->ArriveTime;            break;        }        if (timer >= _currentFrame->DepartureTime && !_triggeredDepartureEvent)        {            DoEventIfAny(*_currentFrame, true); // departure event            _triggeredDepartureEvent = true;        }        if (timer >= _currentFrame->DepartureTime && timer < _currentFrame->NextArriveTime)            break;  // found current waypoint        MoveToNextWaypoint();        // not waiting anymore        SetMoving(true);        // Enable movement        if (GetGOInfo()->moTransport.canBeStopped)            SetGoState(GO_STATE_ACTIVE);        sScriptMgr->OnRelocate(this, _currentFrame->Node->index, _currentFrame->Node->mapid, _currentFrame->Node->x, _currentFrame->Node->y, _currentFrame->Node->z);        TC_LOG_DEBUG("entities.transport", "Transport %u (%s) moved to node %u %u %f %f %f", GetEntry(), GetName().c_str(), _currentFrame->Node->index, _currentFrame->Node->mapid, _currentFrame->Node->x, _currentFrame->Node->y, _currentFrame->Node->z);        // Departure event        if (_currentFrame->IsTeleportFrame())            if (TeleportTransport(_nextFrame->Node->mapid, _nextFrame->Node->x, _nextFrame->Node->y, _nextFrame->Node->z))                return; // Update more in new map thread    }	// Add model to map after we are fully done with moving maps    if (_delayedAddModel)    {        _delayedAddModel = false;        if (m_model)            GetMap()->InsertGameObjectModel(*m_model);    }    // Set position    _positionChangeTimer.Update(diff);    if (_positionChangeTimer.Passed())    {        _positionChangeTimer.Reset(positionUpdateDelay);        if (IsMoving())        {            float t = CalculateSegmentPos(float(timer) * 0.001f);            G3D::Vector3 pos, dir;            _currentFrame->Spline->evaluate_percent(_currentFrame->Index, t, pos);            _currentFrame->Spline->evaluate_derivative(_currentFrame->Index, t, dir);            UpdatePosition(pos.x, pos.y, pos.z, atan2(dir.x, dir.y));        }    }    sScriptMgr->OnTransportUpdate(this, diff);}
开发者ID:Caydan,项目名称:WoWSCore548,代码行数:100,


示例9: AI

void Transport::Update(uint32 diff){    uint32 const positionUpdateDelay = 200;    if (AI())        AI()->UpdateAI(diff);    else if (!AIM_Initialize())        TC_LOG_ERROR("entities.transport", "Could not initialize GameObjectAI for Transport");    if (GetKeyFrames().size() <= 1)        return;    if (IsMoving() || !_pendingStop)        m_goValue.Transport.PathProgress += diff;    uint32 timer = m_goValue.Transport.PathProgress % GetTransportPeriod();    bool justStopped = false;    // Set current waypoint    // Desired outcome: _currentFrame->DepartureTime < timer < _nextFrame->ArriveTime    // ... arrive | ... delay ... | departure    //      event /         event /    for (;;)    {        if (timer >= _currentFrame->ArriveTime)        {            if (!_triggeredArrivalEvent)            {                DoEventIfAny(*_currentFrame, false);                _triggeredArrivalEvent = true;            }            if (timer < _currentFrame->DepartureTime)            {                SetMoving(false);                justStopped = true;                if (_pendingStop && GetGoState() != GO_STATE_READY)                {                    SetGoState(GO_STATE_READY);                    m_goValue.Transport.PathProgress = (m_goValue.Transport.PathProgress / GetTransportPeriod());                    m_goValue.Transport.PathProgress *= GetTransportPeriod();                    m_goValue.Transport.PathProgress += _currentFrame->ArriveTime;                }                break;  // its a stop frame and we are waiting            }        }        if (timer >= _currentFrame->DepartureTime && !_triggeredDepartureEvent)        {            DoEventIfAny(*_currentFrame, true); // departure event            _triggeredDepartureEvent = true;        }        // not waiting anymore        SetMoving(true);        // Enable movement        if (GetGOInfo()->moTransport.allowstopping)            SetGoState(GO_STATE_ACTIVE);        if (timer >= _currentFrame->DepartureTime && timer < _currentFrame->NextArriveTime)            break;  // found current waypoint        MoveToNextWaypoint();        sScriptMgr->OnRelocate(this, _currentFrame->Node->NodeIndex, _currentFrame->Node->ContinentID, _currentFrame->Node->Loc.X, _currentFrame->Node->Loc.Y, _currentFrame->Node->Loc.Z);        TC_LOG_DEBUG("entities.transport", "Transport %u (%s) moved to node %u %u %f %f %f", GetEntry(), GetName().c_str(), _currentFrame->Node->NodeIndex, _currentFrame->Node->ContinentID, _currentFrame->Node->Loc.X, _currentFrame->Node->Loc.Y, _currentFrame->Node->Loc.Z);        // Departure event        if (_currentFrame->IsTeleportFrame())            if (TeleportTransport(_nextFrame->Node->ContinentID, _nextFrame->Node->Loc.X, _nextFrame->Node->Loc.Y, _nextFrame->Node->Loc.Z, _nextFrame->InitialOrientation))                return; // Update more in new map thread    }    // Add model to map after we are fully done with moving maps    if (_delayedAddModel)    {        _delayedAddModel = false;        if (m_model)            GetMap()->InsertGameObjectModel(*m_model);    }    // Set position    _positionChangeTimer.Update(diff);    if (_positionChangeTimer.Passed())    {        _positionChangeTimer.Reset(positionUpdateDelay);        if (IsMoving())        {            float t = !justStopped ? CalculateSegmentPos(float(timer) * 0.001f) : 1.0f;            G3D::Vector3 pos, dir;            _currentFrame->Spline->evaluate_percent(_currentFrame->Index, t, pos);            _currentFrame->Spline->evaluate_derivative(_currentFrame->Index, t, dir);            UpdatePosition(pos.x, pos.y, pos.z, std::atan2(dir.y, dir.x) + float(M_PI));        }        else if (justStopped)            UpdatePosition(_currentFrame->Node->Loc.X, _currentFrame->Node->Loc.Y, _currentFrame->Node->Loc.Z, _currentFrame->InitialOrientation);        else        {//.........这里部分代码省略.........
开发者ID:Asandru,项目名称:TrinityCore,代码行数:101,


示例10: AI

void Transport::Update(uint32 diff){    uint32 const positionUpdateDelay = 200;    if (AI())        AI()->UpdateAI(diff);    else if (!AIM_Initialize())        TC_LOG_ERROR("entities.transport", "Could not initialize GameObjectAI for Transport");    if (GetKeyFrames().size() <= 1)        return;    if (IsMoving() || !_pendingStop)        m_goValue.Transport.PathProgress += diff;    uint32 timer = m_goValue.Transport.PathProgress % GetPeriod();    // Set current waypoint    // Desired outcome: _currentFrame->DepartureTime < timer < _nextFrame->ArriveTime    // ... arrive | ... delay ... | departure    //      event /         event /    for (;;)    {        if (timer >= _currentFrame->ArriveTime)        {            if (!_triggeredArrivalEvent)            {                DoEventIfAny(*_currentFrame, false);                _triggeredArrivalEvent = true;            }            if (timer < _currentFrame->DepartureTime)            {                SetMoving(false);                if (_pendingStop && GetGoState() != GO_STATE_READY)                {                    SetGoState(GO_STATE_READY);                    m_goValue.Transport.PathProgress = (m_goValue.Transport.PathProgress / GetPeriod());                    m_goValue.Transport.PathProgress *= GetPeriod();                    m_goValue.Transport.PathProgress += _currentFrame->ArriveTime;                }                break;  // its a stop frame and we are waiting            }        }        if (timer >= _currentFrame->DepartureTime && !_triggeredDepartureEvent)        {            DoEventIfAny(*_currentFrame, true); // departure event            _triggeredDepartureEvent = true;        }        // not waiting anymore        SetMoving(true);        // Enable movement        if (GetGOInfo()->moTransport.canBeStopped)            SetGoState(GO_STATE_ACTIVE);        if (timer >= _currentFrame->DepartureTime && timer < _currentFrame->NextArriveTime)            break;  // found current waypoint        MoveToNextWaypoint();        sScriptMgr->OnRelocate(this, _currentFrame->Node->index, _currentFrame->Node->mapid, _currentFrame->Node->x, _currentFrame->Node->y, _currentFrame->Node->z);        TC_LOG_DEBUG("entities.transport", "Transport %u (%s) moved to node %u %u %f %f %f", GetEntry(), GetName().c_str(), _currentFrame->Node->index, _currentFrame->Node->mapid, _currentFrame->Node->x, _currentFrame->Node->y, _currentFrame->Node->z);        // Departure event        if (_currentFrame->IsTeleportFrame())            if (TeleportTransport(_nextFrame->Node->mapid, _nextFrame->Node->x, _nextFrame->Node->y, _nextFrame->Node->z, _nextFrame->InitialOrientation))                return; // Update more in new map thread    }    // Set position    _positionChangeTimer.Update(diff);    if (_positionChangeTimer.Passed())    {        _positionChangeTimer.Reset(positionUpdateDelay);        if (IsMoving())        {            float t = CalculateSegmentPos(float(timer) * 0.001f);            G3D::Vector3 pos, dir;            _currentFrame->Spline->evaluate_percent(_currentFrame->Index, t, pos);            _currentFrame->Spline->evaluate_derivative(_currentFrame->Index, t, dir);            UpdatePosition(pos.x, pos.y, pos.z, atan2(dir.y, dir.x) + M_PI);        }        else        {            /* There are four possible scenarios that trigger loading/unloading passengers:              1. transport moves from inactive to active grid              2. the grid that transport is currently in becomes active              3. transport moves from active to inactive grid              4. the grid that transport is currently in unloads            */            if (_staticPassengers.empty() && GetMap()->IsGridLoaded(GetPositionX(), GetPositionY())) // 2.                LoadStaticPassengers();        }    }    sScriptMgr->OnTransportUpdate(this, diff);//.........这里部分代码省略.........
开发者ID:BravadoToDeath,项目名称:ArkCORE-NG,代码行数:101,


示例11: getMSTime

void Transport::Update(uint32 /*p_time*/){    if (m_WayPoints.size() <= 1)        return;    m_timer = getMSTime() % m_period;    while (((m_timer - m_curr->first) % m_pathTime) > ((m_next->first - m_curr->first) % m_pathTime))    {        DoEventIfAny(*m_curr, true);        m_curr = GetNextWayPoint();        m_next = GetNextWayPoint();        DoEventIfAny(*m_curr,false);        // first check help in case client-server transport coordinates de-synchronization        if (m_curr->second.mapid != GetMapId() || m_curr->second.teleport)        {            TeleportTransport(m_curr->second.mapid, m_curr->second.x, m_curr->second.y, m_curr->second.z);        }        else        {            Relocate(m_curr->second.x, m_curr->second.y, m_curr->second.z);        }/*        if (m_curr->second.delayed)        {            switch (GetEntry())            {                case 176495:                case 164871:                case 175080:                    SendPlaySound(11804, false); break;     // ZeppelinDocked                case 20808:                case 181646:                case 176231:                case 176244:                case 176310:                case 177233:                    SendPlaySound(5495, false);break;       // BoatDockingWarning                default:                    SendPlaySound(5154, false); break;      // ShipDocked            }        }*/        /*        for (PlayerSet::const_iterator itr = m_passengers.begin(); itr != m_passengers.end();)        {            PlayerSet::const_iterator it2 = itr;            ++itr;            //(*it2)->SetPosition(m_curr->second.x + (*it2)->GetTransOffsetX(), m_curr->second.y + (*it2)->GetTransOffsetY(), m_curr->second.z + (*it2)->GetTransOffsetZ(), (*it2)->GetTransOffsetO());        }        */        m_nextNodeTime = m_curr->first;        if (m_curr == m_WayPoints.begin() && (sLog.getLogFilter() & LOG_FILTER_TRANSPORT_MOVES) == 0)            sLog.outDetail(" ************ BEGIN ************** %s", this->m_name.c_str());        if ((sLog.getLogFilter() & LOG_FILTER_TRANSPORT_MOVES) == 0)            sLog.outDetail("%s moved to %d %f %f %f %d", this->m_name.c_str(), m_curr->second.id, m_curr->second.x, m_curr->second.y, m_curr->second.z, m_curr->second.mapid);    }}
开发者ID:Archives,项目名称:ro_core,代码行数:63,


示例12: AI

void Transport::Update(uint32 diff){    if (!AI())    {        if (!AIM_Initialize())            sLog->outError("Could not initialize GameObjectAI for Transport");    }    else        AI()->UpdateAI(diff);    if (_isStopped)        return;    if (GetKeyFrames().size() <= 1)        return;    //_moveTimer = getMSTime() % _transportInfo->pathTime;    _moveTimer += diff;    _moveTimer %= _transportInfo->pathTime;    // need restart path from beginning    /* if (m_timer < m_curr->pathTime)    {        m_curr = keyFrames.begin();        m_next = m_curr + 1;    } */    while (_moveTimer > _nextFrame->pathTime || _moveTimer < _currentFrame->departureTime)    {        // arrived at next stop point        if (_transportInfo->pathTime > _nextFrame->pathTime && _moveTimer < _nextFrame->departureTime)        {            if (IsMoving())            {                SetMoving(false);                DoEventIfAny(*_currentFrame, false);            }            break;        }        MoveToNextWayPoint();        SetMoving(true);        DoEventIfAny(*_currentFrame, true);        // first check help in case client-server transport coordinates de-synchronization        if (_currentFrame->IsTeleportFrame())            TeleportTransport(_nextFrame->node->mapid, _nextFrame->node->x, _nextFrame->node->y, _nextFrame->node->z);        ASSERT(_nextFrame != GetKeyFrames().begin());        sScriptMgr->OnRelocate(this, _currentFrame->node->index, _currentFrame->node->mapid, _currentFrame->node->x, _currentFrame->node->y, _currentFrame->node->z);        sLog->outDebug(LOG_FILTER_TRANSPORTS, "%s moved to %f %f %f %d", GetName(), GetPositionX(), GetPositionY(), GetPositionZ(), _currentFrame->node->mapid);    }    if (IsMoving())    {        if (_moveTimer < _currentFrame->departureTime || _moveTimer > _nextFrame->pathTime)            sLog->outError("strange times, c.dep:%u, n.pt:%u (%s, %u)", _currentFrame->departureTime, _nextFrame->pathTime, GetName(), m_goInfo->moTransport.mapID);        float t = CalculateSegmentPos((float)_moveTimer/(float)IN_MILLISECONDS);        //if (t < -0.01f || t > 1.01f)        //    sLog.outError("strange t=%f (%s, %u)", t, GetName(), m_goInfo->moTransport.mapID);        //G3D::Vector3 pos;        //m_spline->Evaluate(m_curr->node->index - 1, t, pos);        //G3D::Vector3 dir;        //m_spline->EvaluateDerivative(m_curr->node->index - 1, t, dir);        //dir.z = 0.0f;        //dir = -dir.direction();        //Relocate(pos.x, pos.y, pos.z);        float x = _currentFrame->node->x * (1.0f - t) + _nextFrame->node->x * t;        float y = _currentFrame->node->y * (1.0f - t) + _nextFrame->node->y * t;        float z = _currentFrame->node->z * (1.0f - t) + _nextFrame->node->z * t;        float o = GetAngle(_nextFrame->node->x, _nextFrame->node->y) + float(M_PI);        Relocate(x, y, z, o);        UpdatePassengerPositions();    }    sScriptMgr->OnTransportUpdate(this, diff);}
开发者ID:Devilcleave,项目名称:TrilliumEMU,代码行数:79,



注:本文中的DoEventIfAny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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