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自学教程:C++ DoorOpen函数代码示例

51自学网 2021-06-01 20:29:24
  C++
这篇教程C++ DoorOpen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DoorOpen函数的典型用法代码示例。如果您正苦于以下问题:C++ DoorOpen函数的具体用法?C++ DoorOpen怎么用?C++ DoorOpen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DoorOpen函数的28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: SpawnBGObject

void BattlegroundAB::StartingEventOpenDoors(){    // spawn neutral banners    for (int banner = BG_AB_OBJECT_BANNER_NEUTRAL, i = 0; i < 5; banner += 8, ++i)        SpawnBGObject(banner, RESPAWN_IMMEDIATELY);    for (int i = 0; i < BG_AB_DYNAMIC_NODES_COUNT; ++i)    {        //randomly select buff to spawn        uint8 buff = urand(0, 2);        SpawnBGObject(BG_AB_OBJECT_SPEEDBUFF_STABLES + buff + i * 3, RESPAWN_IMMEDIATELY);    }    DoorOpen(BG_AB_OBJECT_GATE_A);    DoorOpen(BG_AB_OBJECT_GATE_H);    // Achievement: Let's Get This Done    StartTimedAchievement(ACHIEVEMENT_TIMED_TYPE_EVENT, AB_EVENT_START_BATTLE);}
开发者ID:redlaine,项目名称:TrinityCore,代码行数:17,


示例2: DoorOpen

void BattlegroundNA::StartingEventOpenDoors(){    for (uint32 i = BG_NA_OBJECT_DOOR_1; i <= BG_NA_OBJECT_DOOR_2; ++i)        DoorOpen(i);    for (uint32 i = BG_NA_OBJECT_BUFF_1; i <= BG_NA_OBJECT_BUFF_2; ++i)        SpawnBGObject(i, 60);}
开发者ID:Cryostorm,项目名称:SunwellCore,代码行数:8,


示例3: DoorOpen

void BattlegroundWS::StartingEventOpenDoors(){    for (uint32 i = BG_WS_OBJECT_DOOR_A_1; i <= BG_WS_OBJECT_DOOR_A_6; ++i)        DoorOpen(i);    for (uint32 i = BG_WS_OBJECT_DOOR_H_1; i <= BG_WS_OBJECT_DOOR_H_4; ++i)        DoorOpen(i);    for (uint32 i = BG_WS_OBJECT_A_FLAG; i <= BG_WS_OBJECT_BERSERKBUFF_2; ++i)        SpawnBGObject(i, RESPAWN_IMMEDIATELY);    SpawnBGObject(BG_WS_OBJECT_DOOR_A_5, RESPAWN_ONE_DAY);    SpawnBGObject(BG_WS_OBJECT_DOOR_A_6, RESPAWN_ONE_DAY);    SpawnBGObject(BG_WS_OBJECT_DOOR_H_3, RESPAWN_ONE_DAY);    SpawnBGObject(BG_WS_OBJECT_DOOR_H_4, RESPAWN_ONE_DAY);    // players joining later are not eligibles}
开发者ID:aikon-com-cn,项目名称:Infinity-Core,代码行数:17,


示例4: switch

void BattlegroundRV::PostUpdateImpl(uint32 diff){    if(GetStatus() != STATUS_IN_PROGRESS)        return;    if (getTimer() < diff)    {        switch (getState())        {        case BG_RV_STATE_OPEN_FENCES:            setTimer(BG_RV_PILAR_TO_FIRE_TIMER);            setState(BG_RV_STATE_CLOSE_FIRE);            break;        case BG_RV_STATE_CLOSE_FIRE:            for (uint8 i = BG_RV_OBJECT_FIRE_1; i <= BG_RV_OBJECT_FIREDOOR_2; ++i)                DoorClose(i);            setTimer(BG_RV_FIRE_TO_PILAR_TIMER);            setState(BG_RV_STATE_OPEN_PILARS);            break;        case BG_RV_STATE_OPEN_PILARS:            for (uint8 i = BG_RV_OBJECT_PILAR_1; i <= BG_RV_OBJECT_PULLEY_2; ++i)                DoorOpen(i);            setTimer(BG_RV_PILAR_TO_FIRE_TIMER);            setState(BG_RV_STATE_OPEN_FIRE);            SwitchDynLos();            break;        case BG_RV_STATE_OPEN_FIRE:            // FIXME: after 3.2.0 it's only decorative and should be opened only one time at battle start            for (uint8 i = BG_RV_OBJECT_FIRE_1; i <= BG_RV_OBJECT_FIREDOOR_2; ++i)                DoorOpen(i);            setTimer(BG_RV_FIRE_TO_PILAR_TIMER);            setState(BG_RV_STATE_CLOSE_PILARS);            break;        case BG_RV_STATE_CLOSE_PILARS:            for (uint8 i = BG_RV_OBJECT_PILAR_1; i <= BG_RV_OBJECT_PULLEY_2; ++i)                DoorOpen(i);            setTimer(BG_RV_PILAR_TO_FIRE_TIMER);            setState(BG_RV_STATE_CLOSE_FIRE);            SwitchDynLos();            break;        }    }    else        setTimer(getTimer() - diff);}
开发者ID:Nedj,项目名称:HD-TCore,代码行数:45,


示例5: switch

void BattlegroundRV::Update(uint32 diff){    Battleground::Update(diff);    if (getTimer() < diff)    {        uint32 i;        switch(getState())        {        case BG_RV_STATE_OPEN_FENCES:        {            setTimer(BG_RV_PILAR_TO_FIRE_TIMER);            setState(BG_RV_STATE_CLOSE_FIRE);            break;        }        case BG_RV_STATE_CLOSE_FIRE:            for (i = BG_RV_OBJECT_FIRE_1; i <= BG_RV_OBJECT_FIREDOOR_2; ++i)                DoorClose(i);            setTimer(BG_RV_FIRE_TO_PILAR_TIMER);            setState(BG_RV_STATE_OPEN_PILARS);            break;        case BG_RV_STATE_OPEN_PILARS:            for (i = BG_RV_OBJECT_PILAR_1; i <= BG_RV_OBJECT_PULLEY_2; ++i)                DoorOpen(i);            setTimer(BG_RV_PILAR_TO_FIRE_TIMER);            setState(BG_RV_STATE_OPEN_FIRE);            break;        case BG_RV_STATE_OPEN_FIRE:            for (i = BG_RV_OBJECT_FIRE_1; i <= BG_RV_OBJECT_FIREDOOR_2; ++i)                DoorOpen(i);            setTimer(BG_RV_FIRE_TO_PILAR_TIMER);            setState(BG_RV_STATE_CLOSE_PILARS);            break;        case BG_RV_STATE_CLOSE_PILARS:            uint32 i;            for (i = BG_RV_OBJECT_PILAR_1; i <= BG_RV_OBJECT_PULLEY_2; ++i)                DoorOpen(i);            setTimer(BG_RV_PILAR_TO_FIRE_TIMER);            setState(BG_RV_STATE_CLOSE_FIRE);            break;        }    }    else        setTimer(getTimer() - diff);}
开发者ID:sensibob,项目名称:tempestcore,代码行数:45,


示例6: DoorOpen

void BattlegroundWS::StartingEventOpenDoors(){    for (uint32 i = BG_WS_OBJECT_DOOR_A_1; i <= BG_WS_OBJECT_DOOR_A_4; ++i)        DoorOpen(i);    for (uint32 i = BG_WS_OBJECT_DOOR_H_1; i <= BG_WS_OBJECT_DOOR_H_2; ++i)        DoorOpen(i);    SpawnBGObject(BG_WS_OBJECT_DOOR_A_5, RESPAWN_ONE_DAY);    SpawnBGObject(BG_WS_OBJECT_DOOR_A_6, RESPAWN_ONE_DAY);    SpawnBGObject(BG_WS_OBJECT_DOOR_H_3, RESPAWN_ONE_DAY);    SpawnBGObject(BG_WS_OBJECT_DOOR_H_4, RESPAWN_ONE_DAY);    for (uint32 i = BG_WS_OBJECT_A_FLAG; i <= BG_WS_OBJECT_BERSERKBUFF_2; ++i)        SpawnBGObject(i, RESPAWN_IMMEDIATELY);    // players joining later are not egible    StartTimedAchievement(ACHIEVEMENT_TIMED_TYPE_EVENT, WS_EVENT_START_BATTLE);}
开发者ID:JiniaTS,项目名称:ArkCORE2,代码行数:18,


示例7: DoorOpen

void BattlegroundDS::StartingEventOpenDoors(){    for (uint32 i = BG_DS_OBJECT_DOOR_1; i <= BG_DS_OBJECT_DOOR_2; ++i)        DoorOpen(i);    for (uint32 i = BG_DS_OBJECT_BUFF_1; i <= BG_DS_OBJECT_BUFF_2; ++i)        SpawnBGObject(i, 60);    setWaterFallTimer(urand(BG_DS_WATERFALL_TIMER_MIN, BG_DS_WATERFALL_TIMER_MAX));    setWaterFallStatus(BG_DS_WATERFALL_STATUS_OFF);    SpawnBGObject(BG_DS_OBJECT_WATER_2, RESPAWN_IMMEDIATELY);    DoorOpen(BG_DS_OBJECT_WATER_2);    // Turn off collision    if (GameObject* gob = GetBgMap()->GetGameObject(BgObjects[BG_DS_OBJECT_WATER_1]))        gob->SetGoState(GO_STATE_ACTIVE);}
开发者ID:SkyFireArchives,项目名称:SkyFireEMU_434,代码行数:18,


示例8: DoorOpen

void BattlegroundDS::StartingEventOpenDoors(){    for(uint32 i = BG_DS_OBJECT_DOOR_1; i <= BG_DS_OBJECT_DOOR_2; ++i)        DoorOpen(i);    for(uint32 i = BG_DS_OBJECT_BUFF_1; i <= BG_DS_OBJECT_BUFF_2; ++i)        SpawnBGObject(i, 60);    SpawnBGObject(BG_DS_OBJECT_WATER_1, RESPAWN_ONE_DAY);    SpawnBGObject(BG_DS_OBJECT_WATER_2, RESPAWN_IMMEDIATELY);    DoorOpen(BG_DS_OBJECT_WATER_2);    setWaterFallTimer(urand(BG_DS_WATERFALL_TIMER_MIN, BG_DS_WATERFALL_TIMER_MAX));    setWaterFallStatus(BG_DS_WATERFALL_STATUS_OFF);    setPipeKnockBackTimer(BG_DS_PIPE_KNOCKBACK_FIRST_DELAY);    setPipeKnockBackCount(0);}
开发者ID:Darkelmo,项目名称:MythCore,代码行数:18,


示例9: OpenDoorEvent

void BattleGroundIC::StartingEventOpenDoors(){    OpenDoorEvent(BG_EVENT_DOOR);                        // used for activating teleport effects + opening tower gates    for (int i = BG_IC_GO_T_ALLIANCE_WEST; i <= BG_IC_GO_T_HORDE_FRONT; ++i)        DoorOpen(m_BgObjects[i]);    // make teleporters clickable    MakeInteractive(IC_EVENT_ADD_TELEPORT, 0, true);}
开发者ID:BACKUPLIB,项目名称:Infinity_MaNGOS,代码行数:9,


示例10: DoorOpen

void BattlegroundDS::StartingEventOpenDoors(){    for (uint32 i = BG_DS_OBJECT_DOOR_1; i <= BG_DS_OBJECT_DOOR_2; ++i)        DoorOpen(i);    for (uint32 i = BG_DS_OBJECT_BUFF_1; i <= BG_DS_OBJECT_BUFF_2; ++i)        SpawnBGObject(i, 60);    SpawnBGObject(BG_DS_OBJECT_WATER_1, RESPAWN_ONE_DAY);    SpawnBGObject(BG_DS_OBJECT_WATER_2, RESPAWN_IMMEDIATELY);    DoorOpen(BG_DS_OBJECT_WATER_2);    m_knockback = 15 * IN_MILLISECONDS;    m_teleport = 5 * IN_MILLISECONDS;    m_waterFallStatus = 0;    m_waterFall = urand(BG_DS_WATERFALL_TIMER_MIN, BG_DS_WATERFALL_TIMER_MAX);    m_dynamicLOSid = GetBgMap()->AddDynLOSObject(1291.56f, 790.837f, BG_DS_WATERFALL_RADIUS);}
开发者ID:Aero100,项目名称:ReanEmu,代码行数:18,


示例11: ModifyStartDelayTime

void BattleGroundNA::Update(time_t diff){    BattleGround::Update(diff);    // after bg start we get there    if (GetStatus() == STATUS_WAIT_JOIN && GetPlayersSize())    {        ModifyStartDelayTime(diff);        if (!(m_Events & 0x01))        {            m_Events |= 0x01;            for(uint32 i = BG_NA_OBJECT_DOOR_1; i <= BG_NA_OBJECT_DOOR_4; i++)                SpawnBGObject(i, RESPAWN_IMMEDIATELY);            SetStartDelayTime(START_DELAY1);            SendMessageToAll(LANG_ARENA_ONE_MINUTE);        }        // After 30 seconds, warning is signalled        else if (GetStartDelayTime() <= START_DELAY2 && !(m_Events & 0x04))        {            m_Events |= 0x04;            SendMessageToAll(LANG_ARENA_THIRTY_SECONDS);        }        // After 15 seconds, warning is signalled        else if (GetStartDelayTime() <= START_DELAY3 && !(m_Events & 0x08))        {            m_Events |= 0x08;            SendMessageToAll(LANG_ARENA_FIFTEEN_SECONDS);        }        // delay expired (1 minute)        else if (GetStartDelayTime() <= 0 && !(m_Events & 0x10))        {            m_Events |= 0x10;            for(uint32 i = BG_NA_OBJECT_DOOR_1; i <= BG_NA_OBJECT_DOOR_2; i++)                DoorOpen(i);            SendMessageToAll(LANG_ARENA_BEGUN);            SetStatus(STATUS_IN_PROGRESS);            SetStartDelayTime(0);            for(std::map<uint64, BattleGroundPlayer>::const_iterator itr = GetPlayers()->begin(); itr != GetPlayers()->end(); ++itr)            {                Player *plr = objmgr.GetPlayer(itr->first);                if(plr)                    plr->RemoveAurasDueToSpell(SPELL_ARENA_PREPARATION);            }        }    }    /*if(GetStatus() == STATUS_IN_PROGRESS)    {        // update something    }*/}
开发者ID:Artea,项目名称:mangos-svn,代码行数:56,


示例12: DoorOpen

void BattleGroundNA::StartingEventOpenDoors(){    for (uint32 i = BG_NA_OBJECT_DOOR_1; i <= BG_NA_OBJECT_DOOR_2; ++i)        DoorOpen(i);    for (uint32 i = BG_NA_OBJECT_BUFF_1; i <= BG_NA_OBJECT_BUFF_2; ++i)        SpawnBGObject(i, 60);    m_TimeElapsedSinceBeggining = 0;}
开发者ID:Blumfield,项目名称:TBCPvP,代码行数:10,


示例13: DoorOpen

void BattlegroundBE::StartBattleground(){    BattlegroundMap::StartBattleground();    for (uint32 i = BG_BE_OBJECT_DOOR_1; i <= BG_BE_OBJECT_DOOR_2; ++i)        DoorOpen(i);    for (uint32 i = BG_BE_OBJECT_BUFF_1; i <= BG_BE_OBJECT_BUFF_2; ++i)        SpawnGameObject(i, 60);}
开发者ID:TrueWoW,项目名称:TrinityCore,代码行数:10,


示例14: SpawnBGObject

void BattlegroundRV::StartingEventOpenDoors(){    // Buff respawn    SpawnBGObject(BG_RV_OBJECT_BUFF_1, 90);    SpawnBGObject(BG_RV_OBJECT_BUFF_2, 90);    // Open Fences    DoorOpen(BG_RV_OBJECT_FENCE_1);    DoorOpen(BG_RV_OBJECT_FENCE_2);    // Elevators    DoorOpen(BG_RV_OBJECT_ELEVATOR_1);    DoorOpen(BG_RV_OBJECT_ELEVATOR_2);    setState(BG_RV_STATE_OPEN_FENCES);    setTimer(BG_RV_FIRST_TIMER);    // Should be false at first, TogglePillarCollision will do it.    SetPillarCollision(true);    TogglePillarCollision();}
开发者ID:cooler-SAI,项目名称:PandaFire,代码行数:19,


示例15: switch

void BattlegroundRV::PostUpdateImpl(uint32 diff){    if (getTimer() < diff)    {        switch (getState())        {            case BG_RV_STATE_OPEN_FENCES:                setTimer(BG_RV_PILAR_TO_FIRE_TIMER);                setState(BG_RV_STATE_CLOSE_FIRE);                break;            case BG_RV_STATE_CLOSE_FIRE:                for (uint8 i = BG_RV_OBJECT_FIRE_1; i <= BG_RV_OBJECT_FIREDOOR_2; ++i)                    DoorClose(i);                setTimer(BG_RV_FIRE_TO_PILAR_TIMER);                setState(BG_RV_STATE_OPEN_PILARS);                break;            case BG_RV_STATE_OPEN_PILARS:                for (uint8 i = BG_RV_OBJECT_PILAR_1; i <= BG_RV_OBJECT_PULLEY_2; ++i)                    DoorOpen(i);                TogglePillarCollision(false);                setTimer(BG_RV_PILAR_TO_FIRE_TIMER);                setState(BG_RV_STATE_OPEN_FIRE);                break;            case BG_RV_STATE_OPEN_FIRE:                // FIXME: after 3.2.0 it's only decorative and should be opened only one time at battle start                for (uint8 i = BG_RV_OBJECT_FIRE_1; i <= BG_RV_OBJECT_FIREDOOR_2; ++i)                    DoorOpen(i);                setTimer(BG_RV_FIRE_TO_PILAR_TIMER);                setState(BG_RV_STATE_CLOSE_PILARS);                break;            case BG_RV_STATE_CLOSE_PILARS:                for (uint8 i = BG_RV_OBJECT_PILAR_1; i <= BG_RV_OBJECT_PULLEY_2; ++i)                    DoorOpen(i);                TogglePillarCollision(true);                setTimer(BG_RV_PILAR_TO_FIRE_TIMER);                setState(BG_RV_STATE_CLOSE_FIRE);                break;        }    }    else        setTimer(getTimer() - diff);}
开发者ID:Albis,项目名称:TrinityCore,代码行数:42,


示例16: DoorOpen

void BattlegroundRL::StartingEventOpenDoors(){    for (uint32 i = BG_RL_OBJECT_DOOR_1; i <= BG_RL_OBJECT_DOOR_2; ++i)        DoorOpen(i);    for (uint32 i = BG_RL_OBJECT_BUFF_1; i <= BG_RL_OBJECT_BUFF_2; ++i)        SpawnBGObject(i, 60);    for (uint32 i = BG_RL_OBJECT_READYMARKER_1; i <= BG_RL_OBJECT_READYMARKER_2; ++i)        DelObject(i);}
开发者ID:beyourself,项目名称:Wow-4.3.4,代码行数:11,


示例17: DoorOpen

void BattlegroundKT::StartingEventOpenDoors(){    for (uint8 i = BG_KT_OBJECT_A_DOOR; i <= BG_KT_OBJECT_H_DOOR; ++i)        DoorOpen(i);    for (uint8 i = BG_KT_OBJECT_ORB_1; i <= BG_KT_OBJECT_ORB_4; ++i)        SpawnBGObject(i, RESPAWN_IMMEDIATELY);    // Players that join the battleground after it starts are not eligible to get the achievement.    StartTimedAchievement(ACHIEVEMENT_TIMED_TYPE_EVENT, BG_KT_EVENT_START_BATTLE);}
开发者ID:lukaasm,项目名称:Core,代码行数:11,


示例18: SpawnBGObject

void BattlegroundBFG::StartingEventOpenDoors(){    // Spawn neutral banners.    for (uint8 banner = GILNEAS_BG_OBJECT_BANNER_NEUTRAL, i = 0; i < 3; banner += 8, ++i)        SpawnBGObject(banner, RESPAWN_IMMEDIATELY);    // Spawn buffs (randomly select the one to spawn).    for (uint8 i = 0; i < GILNEAS_BG_DYNAMIC_NODES_COUNT; ++i)    {        uint8 buff = urand(0, 2);        SpawnBGObject(GILNEAS_BG_OBJECT_SPEEDBUFF_LIGHTHOUSE + buff + i * 3, RESPAWN_IMMEDIATELY);    }    // Open the doors.    DoorOpen(GILNEAS_BG_OBJECT_GATE_A);    DoorOpen(GILNEAS_BG_OBJECT_GATE_H);    // Achievement: Newbs to Plowshares.    StartTimedAchievement(ACHIEVEMENT_TIMED_TYPE_EVENT, BG_EVENT_START_BATTLE);}
开发者ID:Expery,项目名称:Core,代码行数:20,


示例19: DoorOpen

void BattlegroundWS::StartingEventOpenDoors(){    DoorOpen(BG_WS_OBJECT_DOOR_A_1);    DoorOpen(BG_WS_OBJECT_DOOR_A_2);    GetBGObject(BG_WS_OBJECT_DOOR_A_3)->RemoveFromWorld();    GetBGObject(BG_WS_OBJECT_DOOR_A_4)->RemoveFromWorld();    GetBGObject(BG_WS_OBJECT_DOOR_A_5)->RemoveFromWorld();    GetBGObject(BG_WS_OBJECT_DOOR_A_6)->RemoveFromWorld();    DoorOpen(BG_WS_OBJECT_DOOR_H_1);    DoorOpen(BG_WS_OBJECT_DOOR_H_2);    GetBGObject(BG_WS_OBJECT_DOOR_H_3)->RemoveFromWorld();    GetBGObject(BG_WS_OBJECT_DOOR_H_4)->RemoveFromWorld();    GetBGObject(BG_WS_OBJECT_DOOR_H_5)->RemoveFromWorld();    GetBGObject(BG_WS_OBJECT_DOOR_H_6)->RemoveFromWorld();    for (uint32 i = BG_WS_OBJECT_A_FLAG; i <= BG_WS_OBJECT_BERSERKBUFF_2; ++i)        SpawnBGObject(i, RESPAWN_IMMEDIATELY);    // players joining later are not egible    StartTimedAchievement(ACHIEVEMENT_TIMED_TYPE_EVENT, WS_EVENT_START_BATTLE);}
开发者ID:Xanvial,项目名称:SkyFireEMU,代码行数:21,


示例20: setPipeKnockBackCount

void BattlegroundDS::PostUpdateImpl(uint32 diff){    if (GetStatus() != STATUS_IN_PROGRESS)        return;    if (getPipeKnockBackCount() < BG_DS_PIPE_KNOCKBACK_TOTAL_COUNT)    {        if (getPipeKnockBackTimer() < diff)        {            for (uint32 i = BG_DS_NPC_PIPE_KNOCKBACK_1; i <= BG_DS_NPC_PIPE_KNOCKBACK_2; ++i)                if (Creature* waterSpout = GetBgMap()->GetCreature(BgCreatures[i]))                    waterSpout->CastSpell(waterSpout, BG_DS_SPELL_FLUSH, true);            setPipeKnockBackCount(getPipeKnockBackCount() + 1);            setPipeKnockBackTimer(BG_DS_PIPE_KNOCKBACK_DELAY);        }        else            setPipeKnockBackTimer(getPipeKnockBackTimer() - diff);    }    if (getWaterFallTimer() < diff)    {        if (getWaterFallStatus() == BG_DS_WATERFALL_STATUS_OFF) // Add the water        {            DoorClose(BG_DS_OBJECT_WATER_2);            setWaterFallTimer(BG_DS_WATERFALL_WARNING_DURATION);            setWaterFallStatus(BG_DS_WATERFALL_STATUS_WARNING);        }        else if (getWaterFallStatus() == BG_DS_WATERFALL_STATUS_WARNING) // Active collision and perform knockback        {            if (Creature* waterSpout = GetBgMap()->GetCreature(BgCreatures[BG_DS_NPC_WATERFALL_KNOCKBACK]))                waterSpout->CastSpell(waterSpout, BG_DS_SPELL_WATER_SPOUT, true);            if (GameObject* gob = GetBgMap()->GetGameObject(BgObjects[BG_DS_OBJECT_WATER_1]))                gob->SetGoState(GO_STATE_READY);            setWaterFallTimer(BG_DS_WATERFALL_DURATION);            setWaterFallStatus(BG_DS_WATERFALL_STATUS_ON);        }        else //if (getWaterFallStatus() == BG_DS_WATERFALL_STATUS_ON) // Remove collision and water        {            // turn off collision            if (GameObject* gob = GetBgMap()->GetGameObject(BgObjects[BG_DS_OBJECT_WATER_1]))                gob->SetGoState(GO_STATE_ACTIVE);            DoorOpen(BG_DS_OBJECT_WATER_2);            setWaterFallTimer(urand(BG_DS_WATERFALL_TIMER_MIN, BG_DS_WATERFALL_TIMER_MAX));            setWaterFallStatus(BG_DS_WATERFALL_STATUS_OFF);        }    }    else        setWaterFallTimer(getWaterFallTimer() - diff);}
开发者ID:Anubisss,项目名称:ngrealmd,代码行数:53,


示例21: DoorOpen

void BattlegroundIC::StartingEventOpenDoors(){    //after 20 seconds they should be despawned    DoorOpen(BG_IC_GO_DOODAD_ND_HUMAN_GATE_CLOSEDFX_DOOR01);    DoorOpen(BG_IC_GO_DOODAD_ND_WINTERORC_WALL_GATEFX_DOOR01);    DoorOpen(BG_IC_GO_DOODAD_ND_HUMAN_GATE_CLOSEDFX_DOOR02);    DoorOpen(BG_IC_GO_DOODAD_ND_WINTERORC_WALL_GATEFX_DOOR02);    DoorOpen(BG_IC_GO_DOODAD_ND_HUMAN_GATE_CLOSEDFX_DOOR03);    DoorOpen(BG_IC_GO_DOODAD_ND_WINTERORC_WALL_GATEFX_DOOR03);    DoorOpen(BG_IC_GO_DOODAD_HU_PORTCULLIS01_1);    DoorOpen(BG_IC_GO_DOODAD_HU_PORTCULLIS01_2);    DoorOpen(BG_IC_GO_DOODAD_VR_PORTCULLIS01_1);    DoorOpen(BG_IC_GO_DOODAD_VR_PORTCULLIS01_2);    for (uint8 i = 0; i < MAX_FORTRESS_TELEPORTERS_SPAWNS; ++i)        GetBGObject(BG_IC_Teleporters[i].type)->RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_NOT_SELECTABLE);    for (uint8 i = 0; i < MAX_FORTRESS_TELEPORTER_EFFECTS_SPAWNS; ++i)        GetBGObject(BG_IC_TeleporterEffects[i].type)->SetGoState(GO_STATE_ACTIVE);}
开发者ID:Abrek,项目名称:My-WoDCore-6.x.x,代码行数:21,


示例22: DoorOpen

void BattlegroundIC::StartingEventOpenDoors(){    //after 20 seconds they should be despawned    DoorOpen(BG_IC_GO_DOODAD_ND_HUMAN_GATE_CLOSEDFX_DOOR01);    DoorOpen(BG_IC_GO_DOODAD_ND_WINTERORC_WALL_GATEFX_DOOR01);    DoorOpen(BG_IC_GO_DOODAD_HU_PORTCULLIS01_1);    DoorOpen(BG_IC_GO_DOODAD_HU_PORTCULLIS01_2);    DoorOpen(BG_IC_GO_DOODAD_VR_PORTCULLIS01_1);    DoorOpen(BG_IC_GO_DOODAD_VR_PORTCULLIS01_2);    for(uint8 i = 0; i < MAX_FORTRESS_TELEPORTERS_SPAWNS; i++)    {        if(!AddObject(BG_IC_Teleporters[i].type, BG_IC_Teleporters[i].entry,            BG_IC_Teleporters[i].x, BG_IC_Teleporters[i].y,            BG_IC_Teleporters[i].z, BG_IC_Teleporters[i].o,            0, 0, 0, 0, RESPAWN_ONE_DAY))            sLog->outError("Isle of Conquest | Starting Event Open Doors: There was an error spawning gameobject %u", BG_IC_Teleporters[i].entry);    }        if(Creature* halford = GetBGCreature(BG_IC_NPC_HIGH_COMMANDER_HALFORD_WYRMBANE))        halford->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE);            if(Creature* agmar = GetBGCreature(BG_IC_NPC_OVERLORD_AGMAR))        agmar->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE);}
开发者ID:Desch,项目名称:MythCore,代码行数:26,


示例23: return

bool CCar::bfAssignObject(CScriptEntityAction *tpEntityAction){	CScriptObjectAction	&l_tObjectAction = tpEntityAction->m_tObjectAction;	if (l_tObjectAction.m_bCompleted || !xr_strlen(l_tObjectAction.m_caBoneName))		return((l_tObjectAction.m_bCompleted = true) == false);	s16	l_sBoneID = smart_cast<IKinematics*>(Visual())->LL_BoneID(l_tObjectAction.m_caBoneName);	if (is_Door(l_sBoneID)) {		switch(l_tObjectAction.m_tGoalType) {			case MonsterSpace::eObjectActionActivate : {				if (!DoorOpen(l_sBoneID))					return((l_tObjectAction.m_bCompleted = true) == false);				break;			}			case MonsterSpace::eObjectActionDeactivate : {				if (!DoorClose(l_sBoneID))					return((l_tObjectAction.m_bCompleted = true) == false);				break;			}			case MonsterSpace::eObjectActionUse : {				if (!DoorSwitch(l_sBoneID))					return((l_tObjectAction.m_bCompleted = true) == false);				break;			}			default : 				return	((l_tObjectAction.m_bCompleted = true) == false);		}		return		(false);	}	SCarLight* light=NULL;	if (m_lights.findLight(l_sBoneID,light)) {		switch(l_tObjectAction.m_tGoalType) {			case MonsterSpace::eObjectActionActivate : {				light->TurnOn();				return		((l_tObjectAction.m_bCompleted = true) == false);			}			case MonsterSpace::eObjectActionDeactivate : {				light->TurnOff();				return		((l_tObjectAction.m_bCompleted = true) == false);			}			case MonsterSpace::eObjectActionUse : {				light->Switch();				return		((l_tObjectAction.m_bCompleted = true) == false);			}			default : 				return	((l_tObjectAction.m_bCompleted = true) == false);		}		}		return			(false);}
开发者ID:AntonioModer,项目名称:xray-16,代码行数:52,


示例24: SpawnBGObject

void BattlegroundRV::StartingEventOpenDoors(){    // Buff respawn    SpawnBGObject(BG_RV_OBJECT_BUFF_1, 90);    SpawnBGObject(BG_RV_OBJECT_BUFF_2, 90);    // Elevators    DoorOpen(BG_RV_OBJECT_ELEVATOR_1);    DoorOpen(BG_RV_OBJECT_ELEVATOR_2);    setState(BG_RV_STATE_OPEN_FENCES);    setTimer(BG_RV_FIRST_TIMER);    // Add all DynLoS to the map    m_DynLos[0] = GetBgMap()->AddDynLOSObject(763.632385f, -306.162384f, 25.909504f, BG_RV_PILLAR_SMALL_RADIUS, BG_RV_PILLAR_SMALL_HEIGHT);    m_DynLos[1] = GetBgMap()->AddDynLOSObject(763.611145f, -261.856750f, 25.909504f, BG_RV_PILLAR_SMALL_RADIUS, BG_RV_PILLAR_SMALL_HEIGHT);    m_DynLos[2] = GetBgMap()->AddDynLOSObject(723.644287f, -284.493256f, 24.648525f, BG_RV_PILLAR_BIG_RADIUS, BG_RV_PILLAR_BIG_RADIUS);    m_DynLos[3] = GetBgMap()->AddDynLOSObject(802.211609f, -284.493256f, 24.648525f, BG_RV_PILLAR_BIG_RADIUS, BG_RV_PILLAR_BIG_HEIGHT);    // Activate the small ones    for (uint8 i = 0; i <= 1; i++)        GetBgMap()->SetDynLOSObjectState(m_DynLos[i], true);}
开发者ID:Nedj,项目名称:HD-TCore,代码行数:22,


示例25: DoorOpen

void BattlegroundNA::StartingEventOpenDoors(){    for (uint32 i = BG_NA_OBJECT_DOOR_1; i <= BG_NA_OBJECT_DOOR_2; ++i)        DoorOpen(i);    doordelete = 2 * IN_MILLISECONDS;    for (uint32 i = BG_NA_OBJECT_BUFF_1; i <= BG_NA_OBJECT_BUFF_2; ++i)        SpawnBGObject(i, 60);    for (uint32 i = BG_NA_OBJECT_READYMARKER_1; i <= BG_NA_OBJECT_READYMARKER_2; ++i)        DelObject(i);}
开发者ID:Rastrian,项目名称:CataCore,代码行数:13,


示例26: DoorOpen

void BattlegroundDS::StartingEventOpenDoors (){    for (uint32 i = BG_DS_OBJECT_DOOR_1; i <= BG_DS_OBJECT_DOOR_2; ++i)        DoorOpen(i);    for (uint32 i = BG_DS_OBJECT_BUFF_1; i <= BG_DS_OBJECT_BUFF_2; ++i)        SpawnBGObject(i, 60);    setWaterFallTimer(urand(BG_DS_WATERFALL_TIMER_MIN, BG_DS_WATERFALL_TIMER_MAX));    setWaterFallActive(false);    for (uint32 i = BG_DS_OBJECT_WATER_1; i <= BG_DS_OBJECT_WATER_2; ++i)        SpawnBGObject(i, getWaterFallTimer());}
开发者ID:814077430,项目名称:ArkCORE,代码行数:14,


示例27: DoorOpen

void BattleGroundSA::StartShips(){    if (shipsStarted)        return;    DoorOpen(m_BgObjects[BG_SA_BOAT_ONE]);    DoorOpen(m_BgObjects[BG_SA_BOAT_TWO]);    for (int i = BG_SA_BOAT_ONE; i <= BG_SA_BOAT_TWO; i++)    {        for (BattleGroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end();itr++)        {            if (Player* p = sObjectMgr.GetPlayer(itr->first))            {                UpdateData data;                WorldPacket pkt;                GetBGObject(i)->BuildValuesUpdateBlockForPlayer(&data, p);                data.BuildPacket(&pkt);                p->GetSession()->SendPacket(&pkt);            }        }    }    shipsStarted = true;}
开发者ID:xXNembiXx,项目名称:mangos_335,代码行数:24,


示例28: DoorOpen

void BattlegroundSA::StartShips(){    if (ShipsStarted)        return;    DoorOpen(BG_SA_BOAT_ONE);    DoorOpen(BG_SA_BOAT_TWO);    for (int i = BG_SA_BOAT_ONE; i <= BG_SA_BOAT_TWO; i++)    {        for (BattlegroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)        {            if (Player* p = ObjectAccessor::FindPlayer(itr->first))            {                UpdateData data(p->GetMapId());                WorldPacket pkt;                GetBGObject(i)->BuildValuesUpdateBlockForPlayer(&data, p);                data.BuildPacket(&pkt);                p->SendDirectMessage(&pkt);            }        }    }    ShipsStarted = true;}
开发者ID:Ayik0,项目名称:DeathCore_5.4.8,代码行数:24,



注:本文中的DoorOpen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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