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自学教程:C++ DoUnmount函数代码示例

51自学网 2021-06-01 20:29:16
  C++
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。


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