这篇教程C++ DoUnmount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DoUnmount函数的典型用法代码示例。如果您正苦于以下问题:C++ DoUnmount函数的具体用法?C++ DoUnmount怎么用?C++ DoUnmount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DoUnmount函数的16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: Reset void Reset() { LowHp = false; if (HadMount) DoMount(); if (!HasEscortState(STATE_ESCORT_ESCORTING)) { DoUnmount(); HadMount = false; SetEquipmentSlots(true); m_creature->SetDisplayId(THRALL_MODEL_UNEQUIPPED); } if (HasEscortState(STATE_ESCORT_ESCORTING)) { switch(urand(0, 2)) { case 0: DoScriptText(SAY_TH_LEAVE_COMBAT1, m_creature); break; case 1: DoScriptText(SAY_TH_LEAVE_COMBAT2, m_creature); break; case 2: DoScriptText(SAY_TH_LEAVE_COMBAT3, m_creature); break; } } }
开发者ID:eviljared,项目名称:diamondcore,代码行数:31,
示例2: EnterCombat void EnterCombat(Unit* /*who*/) { DoScriptText(RAND(SAY_TH_RANDOM_AGGRO1, SAY_TH_RANDOM_AGGRO2, SAY_TH_RANDOM_AGGRO3, SAY_TH_RANDOM_AGGRO4), me); if (me->IsMounted()) { DoUnmount(); HadMount = true; } }
开发者ID:AwkwardDev,项目名称:TrilliumEMU,代码行数:9,
示例3: EnterCombat void EnterCombat(Unit* /*who*/) { Talk(SAY_TH_RANDOM_AGGRO); if (me->IsMounted()) { DoUnmount(); HadMount = true; } }
开发者ID:Asandru,项目名称:Script-Land,代码行数:9,
示例4: Reset void Reset() { DoUnmount(); HadMount = false; me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_DISPLAY, 0); me->SetUInt32Value(UNIT_VIRTUAL_ITEM_INFO, 0); me->SetUInt32Value(UNIT_VIRTUAL_ITEM_INFO+1, 0); me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_DISPLAY+1, 0); me->SetUInt32Value(UNIT_VIRTUAL_ITEM_INFO+2, 0); me->SetUInt32Value(UNIT_VIRTUAL_ITEM_INFO+3, 0); me->SetDisplayId(THRALL_MODEL_UNEQUIPPED); }
开发者ID:Blumfield,项目名称:TBCPvP,代码行数:13,
示例5: Reset void Reset() { LowHp = false; Event = false; MountGUID = 0; ArmorerGUID = 0; ImageGUID = 0; EpochGUID = 0; TarethaGUID = pInstance->GetData64(DATA_TARETHA); Steps = 0; StepsTimer = 0; EmoteTimer = 0; Part = 0; StrikeTimer = urand(3000, 7000); ShieldBlockTimer = urand(6000, 11000); if (HadMount) DoMount(); if (!HasEscortState(STATE_ESCORT_ESCORTING)) { DoUnmount(); HadMount = false; } else DoScriptText(RAND(SAY_TH_LEAVE_COMBAT1, SAY_TH_LEAVE_COMBAT2, SAY_TH_LEAVE_COMBAT3), me); if (pInstance && pInstance->GetData(TYPE_THRALL_PART1) == NOT_STARTED) { me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_DISPLAY, 0); me->SetUInt32Value(UNIT_VIRTUAL_ITEM_INFO, 0); me->SetUInt32Value(UNIT_VIRTUAL_ITEM_INFO+1, 0); me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_DISPLAY+1, 0); me->SetUInt32Value(UNIT_VIRTUAL_ITEM_INFO+2, 0); me->SetUInt32Value(UNIT_VIRTUAL_ITEM_INFO+3, 0); me->SetUInt32Value(UNIT_FIELD_DISPLAYID, THRALL_MODEL_UNEQUIPPED); } else { me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_DISPLAY, THRALL_WEAPON_MODEL); me->SetUInt32Value(UNIT_VIRTUAL_ITEM_INFO, THRALL_WEAPON_INFO); me->SetUInt32Value(UNIT_VIRTUAL_ITEM_INFO+1, 781); me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_DISPLAY+1, THRALL_SHIELD_MODEL); me->SetUInt32Value(UNIT_VIRTUAL_ITEM_INFO+2, THRALL_SHIELD_INFO); me->SetUInt32Value(UNIT_VIRTUAL_ITEM_INFO+3, 1038); me->SetUInt32Value(UNIT_FIELD_DISPLAYID, THRALL_MODEL_EQUIPPED); } }
开发者ID:Dolmero,项目名称:L4G_Core,代码行数:50,
示例6: Reset void Reset() { m_bIsLowHp = false; if (m_bHadMount) DoMount(); if (!HasEscortState(STATE_ESCORT_ESCORTING)) { DoUnmount(); m_bHadMount = false; SetEquipmentSlots(true); m_creature->SetDisplayId(MODEL_THRALL_UNEQUIPPED); } }
开发者ID:Bootz,项目名称:StrawberryCore,代码行数:15,
示例7: Aggro void Aggro(Unit* pWho) { switch(urand(0, 3)) { case 0: DoScriptText(SAY_TH_RANDOM_AGGRO1, m_creature); break; case 1: DoScriptText(SAY_TH_RANDOM_AGGRO2, m_creature); break; case 2: DoScriptText(SAY_TH_RANDOM_AGGRO3, m_creature); break; case 3: DoScriptText(SAY_TH_RANDOM_AGGRO4, m_creature); break; } if (m_creature->IsMounted()) { DoUnmount(); m_bHadMount = true; } }
开发者ID:Bootz,项目名称:StrawberryCore,代码行数:16,
示例8: EnterCombat void EnterCombat(Unit* who) { switch (rand()%10) { case 1: DoScriptText(SAY_TH_RANDOM_AGGRO1, me); break; case 2: DoScriptText(SAY_TH_RANDOM_AGGRO2, me); break; case 3: DoScriptText(SAY_TH_RANDOM_AGGRO3, me); break; case 4: DoScriptText(SAY_TH_RANDOM_AGGRO4, me); break; default: break; } if (me->IsMounted()) { DoUnmount(); HadMount = true; } }
开发者ID:Blumfield,项目名称:TBCPvP,代码行数:18,
示例9: Reset void Reset() { LowHp = false; if (HadMount) DoMount(); if (!HasEscortState(STATE_ESCORT_ESCORTING)) { DoUnmount(); HadMount = false; me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID, 0); me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 1, 0); me->SetDisplayId(THRALL_MODEL_UNEQUIPPED); } if (HasEscortState(STATE_ESCORT_ESCORTING)) { DoScriptText( RAND(SAY_TH_LEAVE_COMBAT1, SAY_TH_LEAVE_COMBAT2, SAY_TH_LEAVE_COMBAT3), me); } }
开发者ID:814077430,项目名称:ArkCORE,代码行数:19,
示例10: Reset void Reset() override { Initialize(); if (HadMount) DoMount(); if (!HasEscortState(STATE_ESCORT_ESCORTING)) { DoUnmount(); HadMount = false; me->SetVirtualItem(0, 0); me->SetVirtualItem(1, 0); me->SetDisplayId(THRALL_MODEL_UNEQUIPPED); } if (HasEscortState(STATE_ESCORT_ESCORTING)) { Talk(SAY_TH_LEAVE_COMBAT); } }
开发者ID:Lyill,项目名称:TrinityCore,代码行数:20,
示例11: Reset void Reset() override { LowHp = false; if (HadMount) DoMount(); if (!HasEscortState(STATE_ESCORT_ESCORTING)) { DoUnmount(); HadMount = false; me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID, 0); me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID+1, 0); me->SetDisplayId(THRALL_MODEL_UNEQUIPPED); } if (HasEscortState(STATE_ESCORT_ESCORTING)) { Talk(SAY_TH_LEAVE_COMBAT); } }
开发者ID:sunshitwowsucks,项目名称:ArkCORE-NG,代码行数:20,
示例12: JustRespawned void JustRespawned() { if (!m_pInstance) return; Reset(); if (m_pInstance->GetData(TYPE_THRALL_EVENT) == IN_PROGRESS) { SetEscortPaused(true); m_bHadMount = false; DoUnmount(); m_creature->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_QUESTGIVER); // check current states before fail and set spesific for the part if (m_pInstance->GetData(TYPE_THRALL_PART1) == IN_PROGRESS) { SetCurrentWaypoint(1); // basement SetEquipmentSlots(true); m_creature->SetDisplayId(MODEL_THRALL_UNEQUIPPED); m_creature->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP); } else if (m_pInstance->GetData(TYPE_THRALL_PART2) == IN_PROGRESS) { SetCurrentWaypoint(61); // barn m_creature->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP); } else if (m_pInstance->GetData(TYPE_THRALL_PART3) == IN_PROGRESS || m_pInstance->GetData(TYPE_THRALL_PART4) == IN_PROGRESS) SetCurrentWaypoint(96); // inn // fail, and relocation handled in instance script m_pInstance->SetData(TYPE_THRALL_EVENT, FAIL); } }
开发者ID:Bootz,项目名称:StrawberryCore,代码行数:38,
示例13: WaypointReached void WaypointReached(uint32 i) { if (!pInstance) return; switch (i) { case 8: SetRun(false); me->SummonCreature(18764, 2181.87f, 112.46f, 89.45f, 0.26f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); break; case 9: DoScriptText(SAY_TH_ARMORY, me); me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID, THRALL_WEAPON_MODEL); //me->SetUInt32Value(UNIT_VIRTUAL_ITEM_INFO, THRALL_WEAPON_INFO); //me->SetUInt32Value(UNIT_VIRTUAL_ITEM_INFO+1, 781); me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID+1, THRALL_SHIELD_MODEL); //me->SetUInt32Value(UNIT_VIRTUAL_ITEM_INFO+2, THRALL_SHIELD_INFO); //me->SetUInt32Value(UNIT_VIRTUAL_ITEM_INFO+3, 1038); break; case 10: me->SetDisplayId(THRALL_MODEL_EQUIPPED); break; case 11: SetRun(); break; case 15: me->SummonCreature(MOB_ENTRY_RIFLE, 2200.28f, 137.37f, 87.93f, 5.07f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); me->SummonCreature(MOB_ENTRY_WARDEN, 2197.44f, 131.83f, 87.93f, 0.78f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); me->SummonCreature(MOB_ENTRY_VETERAN, 2203.62f, 135.40f, 87.93f, 3.70f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); me->SummonCreature(MOB_ENTRY_VETERAN, 2200.75f, 130.13f, 87.93f, 1.48f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); break; case 21: me->SummonCreature(MOB_ENTRY_RIFLE, 2135.80f, 154.01f, 67.45f, 4.98f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); me->SummonCreature(MOB_ENTRY_WARDEN, 2144.36f, 151.87f, 67.74f, 4.46f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); me->SummonCreature(MOB_ENTRY_VETERAN, 2142.12f, 154.41f, 67.12f, 4.56f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); me->SummonCreature(MOB_ENTRY_VETERAN, 2138.08f, 155.38f, 67.24f, 4.60f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); break; case 25: me->SummonCreature(MOB_ENTRY_RIFLE, 2102.98f, 192.17f, 65.24f, 6.02f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); me->SummonCreature(MOB_ENTRY_WARDEN, 2108.48f, 198.75f, 65.18f, 5.15f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); me->SummonCreature(MOB_ENTRY_VETERAN, 2106.11f, 197.29f, 65.18f, 5.63f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); me->SummonCreature(MOB_ENTRY_VETERAN, 2104.18f, 194.82f, 65.18f, 5.75f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); break; case 29: DoScriptText(SAY_TH_SKARLOC_MEET, me); me->SummonCreature(ENTRY_SCARLOC, 2036.48f, 271.22f, 63.43f, 5.27f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 30000); //temporary, skarloc should rather be triggered to walk up to thrall break; case 30: SetEscortPaused(true); me->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP); SetRun(false); break; case 31: DoScriptText(SAY_TH_MOUNTS_UP, me); DoMount(); SetRun(); break; case 37: //possibly regular patrollers? If so, remove this and let database handle them me->SummonCreature(MOB_ENTRY_WATCHMAN, 2124.26f, 522.16f, 56.87f, 3.99f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); me->SummonCreature(MOB_ENTRY_WATCHMAN, 2121.69f, 525.37f, 57.11f, 4.01f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); me->SummonCreature(MOB_ENTRY_SENTRY, 2124.65f, 524.55f, 56.63f, 3.98f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); break; case 59: me->SummonCreature(SKARLOC_MOUNT, 2488.64f, 625.77f, 58.26f, 4.71f, TEMPSUMMON_TIMED_DESPAWN, 10000); DoUnmount(); HadMount = false; SetRun(false); break; case 60: me->HandleEmoteCommand(EMOTE_ONESHOT_EXCLAMATION); //make horsie run off SetEscortPaused(true); me->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP); pInstance->SetData(TYPE_THRALL_PART2, DONE); SetRun(); break; case 64: SetRun(false); break; case 68: me->SummonCreature(MOB_ENTRY_BARN_PROTECTOR, 2500.22f, 692.60f, 55.50f, 2.84f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); me->SummonCreature(MOB_ENTRY_BARN_LOOKOUT, 2500.13f, 696.55f, 55.51f, 3.38f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); me->SummonCreature(MOB_ENTRY_BARN_GUARDSMAN, 2500.55f, 693.64f, 55.50f, 3.14f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); me->SummonCreature(MOB_ENTRY_BARN_GUARDSMAN, 2500.94f, 695.81f, 55.50f, 3.14f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); break; case 71: SetRun(); break; case 81: SetRun(false); break; case 83: me->SummonCreature(MOB_ENTRY_CHURCH_PROTECTOR, 2627.33f, 646.82f, 56.03f, 4.28f, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, 5000); me->SummonCreature(MOB_ENTRY_CHURCH_LOOKOUT, 2624.14f, 648.03f, 56.03f, 4.50f, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, 5000); me->SummonCreature(MOB_ENTRY_CHURCH_GUARDSMAN, 2625.32f, 649.60f, 56.03f, 4.38f, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, 5000); me->SummonCreature(MOB_ENTRY_CHURCH_GUARDSMAN, 2627.22f, 649.00f, 56.03f, 4.34f, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, 5000); break;//.........这里部分代码省略.........
开发者ID:AwkwardDev,项目名称:TrilliumEMU,代码行数:101,
示例14: WaypointReached void WaypointReached(uint32 i) { switch (Part) { case 1: switch (i) { case 0: if (GameObject* door = FindGameObject(GO_PRISON_DOOR, INTERACTION_DISTANCE, me)) door->UseDoorOrButton(6); break; case 7: if (Creature* Armorer = me->SummonCreature(NPC_ARMORER, 2180.95f, 119.19f, 89.456f, 5.692f, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, 35000)) DoScriptText(SAY_ARMORER_CALL_GUARDS, Armorer); break; case 8: SetRun(false); break; case 9: DoScriptText(SAY_TH_KILL_ARMORER, me); DoCast(me, SPELL_KNOCKOUT_ARMORER); if (Creature* Armorer = me->GetMap()->GetCreature(ArmorerGUID)) Armorer->setDeathState(JUST_DIED); break; case 10: DoScriptText(SAY_TH_ARMORY, me); me->SetStandState(UNIT_STAND_STATE_KNEEL); break; case 11: me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_DISPLAY, THRALL_WEAPON_MODEL); me->SetUInt32Value(UNIT_VIRTUAL_ITEM_INFO, THRALL_WEAPON_INFO); me->SetUInt32Value(UNIT_VIRTUAL_ITEM_INFO+1, 781); me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_DISPLAY+1, THRALL_SHIELD_MODEL); me->SetUInt32Value(UNIT_VIRTUAL_ITEM_INFO+2, THRALL_SHIELD_INFO); me->SetUInt32Value(UNIT_VIRTUAL_ITEM_INFO+3, 1038); me->SetUInt32Value(UNIT_FIELD_DISPLAYID, THRALL_MODEL_EQUIPPED); me->SetStandState(UNIT_STAND_STATE_STAND); SetRun(); break; case 12: if (Player* player = GetPlayerForEscort()) me->SetFacingToObject(player); DoScriptText(SAY_TH_ARMORY_2, me); break; case 17: me->SummonCreature(NPC_MAGE, 2186.909f, 139.8108f, 88.21628f, 5.75f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); me->SummonCreature(NPC_WARDEN, 2187.943f, 141.6124f, 88.21628f, 5.73f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); me->SummonCreature(NPC_VETERAN, 2190.508f, 140.4597f, 88.21628f, 6.04f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); me->SummonCreature(NPC_VETERAN, 2189.543f, 139.0996f, 88.23965f, 0.21f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); break; case 20: me->SummonCreature(NPC_MAGE, 2149.463f, 104.9756f, 73.63239f, 1.71f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); me->SummonCreature(NPC_SENTRY, 2147.642f, 105.0251f, 73.99422f, 1.52f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); me->SummonCreature(NPC_VETERAN, 2149.212f, 107.2005f, 74.15676f, 1.71f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); me->SummonCreature(NPC_WARDEN, 2147.328f, 106.7235f, 74.34447f, 1.69f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); break; case 23: me->SummonCreature(NPC_MAGE, 2142.363f, 172.4260f, 66.30494f, 2.54f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); me->SummonCreature(NPC_SENTRY, 2138.177f, 168.6046f, 66.30494f, 2.47f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); me->SummonCreature(NPC_SENTRY, 2142.372f, 174.2907f, 66.30494f, 2.56f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); me->SummonCreature(NPC_VETERAN, 2140.146f, 169.2364f, 66.30494f, 2.49f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); break; case 25: me->SummonCreature(NPC_MAGE, 2107.938f, 192.0753f, 66.30494f, 2.54f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); me->SummonCreature(NPC_MAGE, 2109.852f, 195.1403f, 66.30493f, 2.42f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); me->SummonCreature(NPC_VETERAN, 2108.486f, 189.9346f, 66.30494f, 2.68f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); me->SummonCreature(NPC_VETERAN, 2112.387f, 195.4947f, 66.30494f, 2.39f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); break; case 31: me->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_ONESHOT_POINT); EmoteTimer = 2000; me->SetFacingTo(2.18f); me->SummonCreature(NPC_SKARLOC, 2000.201f, 277.9190f, 66.4911f, 6.11f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 60000); DoScriptText(SAY_TH_SKARLOC_MEET, me); break; case 33: me->SetFacingTo(2.18f); DoScriptText(SAY_THRALL_END_P1, me); me->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP); break; } break; case 2: switch (i) { case 1: DoScriptText(SAY_TH_MOUNTS_UP, me); DoMount(); if (Creature* mount = me->GetCreature(me->GetMap()->GetCreatureGUID(NPC_SKARLOC_MOUNT))) mount->ForcedDespawn(); SetRun(); break; case 29: me->SummonCreature(NPC_SKARLOC_MOUNT, 2488.64f, 625.77f, 58.26, 4.71f,TEMPSUMMON_TIMED_DESPAWN,10000); DoUnmount(); HadMount = false; SetRun(false); break; case 30: if (Creature* mount = me->GetMap()->GetCreature(MountGUID))//.........这里部分代码省略.........
开发者ID:Dolmero,项目名称:L4G_Core,代码行数:101,
示例15: WaypointReached void WaypointReached(uint32 i) { if (!pInstance) return; switch (i) { case 0: DoScriptText(SAY_TH_START_EVENT_PART1, me); break; case 9: SetRun(false); me->HandleEmoteCommand(EMOTE_ONESHOT_ATTACKUNARMED); if (Creature* armorer = me->FindNearestCreature(ENTRY_ARMORER, 2.0f)) { me->Kill(armorer, false); me->Say("That's enough out of him.", 0, 0); } break; case 10: me->HandleEmoteCommand(EMOTE_ONESHOT_KNEEL); DoScriptText(SAY_TH_ARMORY, me); break; case 11: me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_DISPLAY, THRALL_WEAPON_MODEL); me->SetUInt32Value(UNIT_VIRTUAL_ITEM_INFO, THRALL_WEAPON_INFO); me->SetUInt32Value(UNIT_VIRTUAL_ITEM_INFO+1, 781); me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_DISPLAY+1, THRALL_SHIELD_MODEL); me->SetUInt32Value(UNIT_VIRTUAL_ITEM_INFO+2, THRALL_SHIELD_INFO); me->SetUInt32Value(UNIT_VIRTUAL_ITEM_INFO+3, 1038); me->SetDisplayId(THRALL_MODEL_EQUIPPED); me->Say("Let's go.", 0, 0); break; case 12: SetRun(); break; case 16: me->SummonCreature(MOB_ENTRY_RIFLE, 2200.28f, 137.37f, 87.93f, 5.07f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); me->SummonCreature(MOB_ENTRY_WARDEN, 2197.44f, 131.83f, 87.93f, 0.78f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); me->SummonCreature(MOB_ENTRY_VETERAN, 2203.62f, 135.40f, 87.93f, 3.70f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); me->SummonCreature(MOB_ENTRY_VETERAN, 2200.75f, 130.13f, 87.93f, 1.48f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); break; case 22: me->SummonCreature(MOB_ENTRY_RIFLE, 2135.80f, 154.01f, 67.45f, 4.98f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); me->SummonCreature(MOB_ENTRY_WARDEN, 2144.36f, 151.87f, 67.74f, 4.46f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); me->SummonCreature(MOB_ENTRY_VETERAN, 2142.12f, 154.41f, 67.12f, 4.56f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); me->SummonCreature(MOB_ENTRY_VETERAN, 2138.08f, 155.38f, 67.24f, 4.60f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); break; case 26: me->SummonCreature(MOB_ENTRY_RIFLE, 2102.98f, 192.17f, 65.24f, 6.02f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); me->SummonCreature(MOB_ENTRY_WARDEN, 2108.48f, 198.75f, 65.18f, 5.15f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); me->SummonCreature(MOB_ENTRY_VETERAN, 2106.11f, 197.29f, 65.18f, 5.63f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); me->SummonCreature(MOB_ENTRY_VETERAN, 2104.18f, 194.82f, 65.18f, 5.75f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); break; case 30: DoScriptText(SAY_TH_SKARLOC_MEET, me); if (Creature* Skarloc = me->SummonCreature(ENTRY_SCARLOC, 2036.48f, 271.22f, 63.43f, 5.27f, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, 30000)) Skarloc->GetMotionMaster()->MovePoint(0, 2067.84f, 224.376f, 64.8022f); me->HandleEmoteCommand(EMOTE_ONESHOT_POINT); break; case 31: SetEscortPaused(true); me->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP); SetRun(false); break; case 32: DoScriptText(SAY_TH_MOUNTS_UP, me); DoMount(); SetRun(); break; case 60: me->SummonCreature(SKARLOC_MOUNT, 2490.08f, 627.695f, 58.539f, 1.161f, TEMPSUMMON_TIMED_DESPAWN, 9000); DoUnmount(); HadMount = false; SetRun(false); break; case 61: me->HandleEmoteCommand(EMOTE_ONESHOT_EXCLAMATION); //make horsie run off if (Creature* horse = me->FindNearestCreature(SKARLOC_MOUNT, 2.0f)) horse->GetMotionMaster()->MovePoint(0, 2498.437f, 576.647f, 55.8595f); SetEscortPaused(true); me->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP); pInstance->SetData(TYPE_THRALL_PART2, DONE); SetRun(); break; case 65: SetRun(false); break; case 69: me->SummonCreature(MOB_ENTRY_CHURCH_PROTECTOR, 2500.22f, 692.60f, 55.50f, 2.84f, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, 30000); me->SummonCreature(MOB_ENTRY_CHURCH_LOOKOUT, 2500.13f, 696.55f, 55.51f, 3.38f, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, 30000); me->SummonCreature(MOB_ENTRY_CHURCH_GUARDSMAN, 2500.55f, 693.64f, 55.50f, 3.14f, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, 30000); me->SummonCreature(MOB_ENTRY_CHURCH_GUARDSMAN, 2500.94f, 695.81f, 55.50f, 3.14f, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, 30000); break; case 70: me->Say("Taretha isn't here. Let's head into town.", 0, 0); break; case 72: SetRun();//.........这里部分代码省略.........
开发者ID:Blumfield,项目名称:TBCPvP,代码行数:101,
示例16: WaypointReached void WaypointReached(uint32 uiPoint) { if (!m_pInstance) return; switch(uiPoint) { case 8: SetRun(false); m_creature->SummonCreature(NPC_ARMORER, 2181.87f, 112.46f, 89.45f, 0.26f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT,5000); break; case 9: DoScriptText(SAY_TH_ARMORY, m_creature); SetEquipmentSlots(false, EQUIP_ID_WEAPON, EQUIP_ID_SHIELD, EQUIP_NO_CHANGE); break; case 10: m_creature->SetDisplayId(MODEL_THRALL_EQUIPPED); break; case 11: SetRun(); break; case 15: m_creature->SummonCreature(NPC_RIFLE, 2200.28f, 137.37f, 87.93f, 5.07f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); m_creature->SummonCreature(NPC_WARDEN, 2197.44f, 131.83f, 87.93f, 0.78f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); m_creature->SummonCreature(NPC_VETERAN, 2203.62f, 135.40f, 87.93f, 3.70f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); m_creature->SummonCreature(NPC_VETERAN, 2200.75f, 130.13f, 87.93f, 1.48f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); break; case 21: m_creature->SummonCreature(NPC_RIFLE, 2135.80f, 154.01f, 67.45f, 4.98f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); m_creature->SummonCreature(NPC_WARDEN, 2144.36f, 151.87f, 67.74f, 4.46f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); m_creature->SummonCreature(NPC_VETERAN, 2142.12f, 154.41f, 67.12f, 4.56f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); m_creature->SummonCreature(NPC_VETERAN, 2138.08f, 155.38f, 67.24f, 4.60f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); break; case 25: m_creature->SummonCreature(NPC_RIFLE, 2102.98f, 192.17f, 65.24f, 6.02f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); m_creature->SummonCreature(NPC_WARDEN, 2108.48f, 198.75f, 65.18f, 5.15f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); m_creature->SummonCreature(NPC_VETERAN, 2106.11f, 197.29f, 65.18f, 5.63f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); m_creature->SummonCreature(NPC_VETERAN, 2104.18f, 194.82f, 65.18f, 5.75f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); break; case 29: DoScriptText(SAY_TH_SKARLOC_MEET, m_creature); m_creature->SummonCreature(NPC_SCARLOC, 2036.48f, 271.22f, 63.43f, 5.27f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 30000); break; case 30: SetEscortPaused(true); m_creature->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP); SetRun(false); break; case 31: DoScriptText(SAY_TH_MOUNTS_UP, m_creature); DoMount(); SetRun(); break; case 37: // possibly regular patrollers? If so, remove this and let database handle them m_creature->SummonCreature(NPC_WATCHMAN, 2124.26f, 522.16f, 56.87f, 3.99f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); m_creature->SummonCreature(NPC_WATCHMAN, 2121.69f, 525.37f, 57.11f, 4.01f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); m_creature->SummonCreature(NPC_SENTRY, 2124.65f, 524.55f, 56.63f, 3.98f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); break; case 59: m_creature->SummonCreature(NPC_SKARLOC_MOUNT, 2488.64f, 625.77f, 58.26f, 4.71f, TEMPSUMMON_TIMED_DESPAWN, 10000); DoUnmount(); m_bHadMount = false; SetRun(false); break; case 60: m_creature->HandleEmote(EMOTE_ONESHOT_EXCLAMATION); // make horsie run off SetEscortPaused(true); m_creature->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP); m_pInstance->SetData(TYPE_THRALL_PART2, DONE); SetRun(); break; case 64: SetRun(false); break; case 68: m_creature->SummonCreature(NPC_BARN_PROTECTOR, 2500.22f, 692.60f, 55.50f, 2.84f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); m_creature->SummonCreature(NPC_BARN_LOOKOUT, 2500.13f, 696.55f, 55.51f, 3.38f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); m_creature->SummonCreature(NPC_BARN_GUARDSMAN, 2500.55f, 693.64f, 55.50f, 3.14f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); m_creature->SummonCreature(NPC_BARN_GUARDSMAN, 2500.94f, 695.81f, 55.50f, 3.14f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); break; case 71: SetRun(); break; case 81: SetRun(false); break; case 83: m_creature->SummonCreature(NPC_CHURCH_PROTECTOR, 2627.33f, 646.82f, 56.03f, 4.28f, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, 5000); m_creature->SummonCreature(NPC_CHURCH_LOOKOUT, 2624.14f, 648.03f, 56.03f, 4.50f, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, 5000); m_creature->SummonCreature(NPC_CHURCH_GUARDSMAN, 2625.32f, 649.60f, 56.03f, 4.38f, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, 5000); m_creature->SummonCreature(NPC_CHURCH_GUARDSMAN, 2627.22f, 649.00f, 56.03f, 4.34f, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, 5000); break; case 84: DoScriptText(SAY_TH_CHURCH_END, m_creature); SetRun(); break; case 91: SetRun(false);//.........这里部分代码省略.........
开发者ID:Bootz,项目名称:StrawberryCore,代码行数:101,
注:本文中的DoUnmount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++ DoUpdate函数代码示例 C++ DoTraceLevelMessage函数代码示例 |