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自学教程:C++ GetAttackTime函数代码示例

51自学网 2021-06-01 21:03:56
  C++
这篇教程C++ GetAttackTime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GetAttackTime函数的典型用法代码示例。如果您正苦于以下问题:C++ GetAttackTime函数的具体用法?C++ GetAttackTime怎么用?C++ GetAttackTime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GetAttackTime函数的8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: if

void Pet::UpdateDamagePhysical(WeaponAttackType attType){    UnitMods unitMod;    if (attType == BASE_ATTACK)        unitMod  = UNIT_MOD_DAMAGE_MAINHAND;    else if (attType == RANGED_ATTACK)       unitMod  = UNIT_MOD_DAMAGE_RANGED;    else        return;    float att_speed = float(GetAttackTime(attType))/1000.0f;    float base_value  = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType)/ 14.0f * att_speed;    float base_pct    = GetModifierValue(unitMod, BASE_PCT);    float total_value = GetModifierValue(unitMod, TOTAL_VALUE);    float total_pct   = GetModifierValue(unitMod, TOTAL_PCT);    float weapon_mindamage = GetWeaponDamageRange(attType, MINDAMAGE);    float weapon_maxdamage = GetWeaponDamageRange(attType, MAXDAMAGE);    float mindamage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct;    float maxdamage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct;    if (attType == BASE_ATTACK)    {        SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage);        SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage);    }    else if (attType == RANGED_ATTACK)    {        SetStatFloatValue(UNIT_FIELD_MINRANGEDDAMAGE, mindamage);        SetStatFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE, maxdamage);    }}
开发者ID:MichaelFurth,项目名称:RCore,代码行数:35,


示例2: int32

void Guardian::UpdateDamagePhysical(WeaponAttackType attType){    if (attType > BASE_ATTACK)        return;    float bonusDamage = 0.0f;    if (m_owner->GetTypeId() == TYPEID_PLAYER)    {        //force of nature        if (GetEntry() == ENTRY_TREANT)        {            int32 spellDmg = int32(m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_NATURE)) + m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_NATURE);            if (spellDmg > 0)                bonusDamage = spellDmg * 0.09f;        }        //greater fire elemental        else if (GetEntry() == ENTRY_FIRE_ELEMENTAL)        {            int32 spellDmg = int32(m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FIRE)) + m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_FIRE);            if (spellDmg > 0)                bonusDamage = spellDmg * 0.4f;        }    }    UnitMods unitMod = UNIT_MOD_DAMAGE_MAINHAND;    float att_speed = float(GetAttackTime(BASE_ATTACK))/1000.0f;    float base_value  = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType)/ 14.0f * att_speed  + bonusDamage;    float base_pct    = GetModifierValue(unitMod, BASE_PCT);    float total_value = GetModifierValue(unitMod, TOTAL_VALUE);    float total_pct   = GetModifierValue(unitMod, TOTAL_PCT);    float weapon_mindamage = GetWeaponDamageRange(BASE_ATTACK, MINDAMAGE);    float weapon_maxdamage = GetWeaponDamageRange(BASE_ATTACK, MAXDAMAGE);    float mindamage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct;    float maxdamage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct;    /// @todo: remove this    Unit::AuraEffectList const& mDummy = GetAuraEffectsByType(SPELL_AURA_MOD_ATTACKSPEED);    for (Unit::AuraEffectList::const_iterator itr = mDummy.begin(); itr != mDummy.end(); ++itr)    {        switch ((*itr)->GetSpellInfo()->Id)        {        case 61682:        case 61683:            AddPct(mindamage, -(*itr)->GetAmount());            AddPct(maxdamage, -(*itr)->GetAmount());            break;        default:            break;        }    }    SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage);    SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage);}
开发者ID:TrueWoW,项目名称:TrinityCore,代码行数:58,


示例3: float

void Guardian::UpdateDamagePhysical(WeaponAttackType attType){     if (attType > BASE_ATTACK)        return;    UnitMods unitMod = UNIT_MOD_DAMAGE_MAINHAND;    float att_speed = float(GetAttackTime(BASE_ATTACK))/1000.0f;    float base_value  = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType)/ 14.0f * att_speed;    float base_pct    = GetModifierValue(unitMod, BASE_PCT);    float total_value = GetModifierValue(unitMod, TOTAL_VALUE);    float total_pct   = GetModifierValue(unitMod, TOTAL_PCT);    float weapon_mindamage = GetWeaponDamageRange(BASE_ATTACK, MINDAMAGE);    float weapon_maxdamage = GetWeaponDamageRange(BASE_ATTACK, MAXDAMAGE);    float mindamage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct;    float maxdamage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct;	if (mindamage < 0.0f || mindamage > 10000000.0f)		mindamage = BASE_MINDAMAGE;	if (maxdamage < 0.0f || maxdamage > 10000000.0f)		maxdamage = BASE_MAXDAMAGE;	if (mindamage > maxdamage)		mindamage = maxdamage;    //  Pet's base damage changes depending on happiness    if (IsHunterPet() && attType == BASE_ATTACK)    {        switch (ToPet()->GetHappinessState())        {            case HAPPY:                // 125% of normal damage                mindamage = mindamage * 1.25f;                maxdamage = maxdamage * 1.25f;                break;            case CONTENT:                // 100% of normal damage, nothing to modify                break;            case UNHAPPY:                // 75% of normal damage                mindamage = mindamage * 0.75f;                maxdamage = maxdamage * 0.75f;                break;        }    }    SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage);    SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage);}
开发者ID:Cryostorm,项目名称:SunwellCore,代码行数:51,


示例4: switch

void Guardian::UpdateDamagePhysical(WeaponAttackType attType){    if (attType > BASE_ATTACK)        return;    float bonusDamage = 0.0f;    if (m_owner->GetTypeId() == TYPEID_PLAYER)    {        switch (GetEntry())        {            //force of nature            case ENTRY_TREANT:            {                int32 spellDmg = int32(m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_NATURE))                    - m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_NATURE);                if (spellDmg > 0)                    bonusDamage = spellDmg * 0.09f;                break;            }            //greater fire elemental            case ENTRY_FIRE_ELEMENTAL:            {                int32 spellDmg = int32(m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FIRE))                    - m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_FIRE);                if (spellDmg > 0)                    bonusDamage = spellDmg * 0.4f;                break;            }            default :                break;        }    }    UnitMods unitMod = UNIT_MOD_DAMAGE_MAINHAND;    float att_speed = float(GetAttackTime(BASE_ATTACK))/1000.0f;    float base_value  = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType)/ 14.0f * att_speed  + bonusDamage;    float base_pct    = GetModifierValue(unitMod, BASE_PCT);    float total_value = GetModifierValue(unitMod, TOTAL_VALUE);    float total_pct   = GetModifierValue(unitMod, TOTAL_PCT);    float weapon_mindamage = GetWeaponDamageRange(BASE_ATTACK, MINDAMAGE);    float weapon_maxdamage = GetWeaponDamageRange(BASE_ATTACK, MAXDAMAGE);    float mindamage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct;    float maxdamage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct;    SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage);    SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage);}
开发者ID:xIchigox,项目名称:SoDCore.434,代码行数:50,


示例5: float

void Pet::UpdateDamagePhysical(WeaponAttackType attType){    if (attType > BASE_ATTACK)        return;    UnitMods unitMod = UNIT_MOD_DAMAGE_MAINHAND;    float att_speed = float(GetAttackTime(BASE_ATTACK))/1000.0f;    float base_value  = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType)/ 14.0f * att_speed;    float base_pct    = GetModifierValue(unitMod, BASE_PCT);    float total_value = GetModifierValue(unitMod, TOTAL_VALUE);    float total_pct   = GetModifierValue(unitMod, TOTAL_PCT);    float weapon_mindamage = GetWeaponDamageRange(BASE_ATTACK, MINDAMAGE);    float weapon_maxdamage = GetWeaponDamageRange(BASE_ATTACK, MAXDAMAGE);    //  Pet's base damage changes depending on happiness    if (getPetType() == HUNTER_PET && attType == BASE_ATTACK)    {        switch(GetHappinessState())        {            case HAPPY:                // 125% of normal damage                total_pct *= 1.25f;                break;            case CONTENT:                // 100% of normal damage, nothing to modify                break;            case UNHAPPY:                // 75% of normal damage                total_pct *= 0.75f;                break;        }    }    else if (getPetType() == SUMMON_PET)    {            Unit* owner = GetOwner();        if (owner && owner->getClass() == CLASS_PRIEST)            total_value += 0.3f * owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_SHADOW);    }    float mindamage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct;    float maxdamage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct;    SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage);    SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage);}
开发者ID:Archives,项目名称:try,代码行数:48,


示例6: int32

void Guardian::UpdateDamagePhysical(WeaponAttackType attType){    if (attType > BASE_ATTACK)        return;    float bonusDamage = 0.0f;    if (Unit* owner = GetOwner())    {        //force of nature        if (GetEntry() == 1964)        {            int32 spellDmg = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_NATURE)) - owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_NATURE);            if (spellDmg > 0)                bonusDamage = spellDmg * 0.09f;        }        //greater fire elemental        else if (GetEntry() == 15438)        {            if (Unit* shaman = owner->GetOwner())            {                int32 spellDmg = int32(shaman->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FIRE)) - shaman->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_FIRE);                if (spellDmg > 0)                    bonusDamage = spellDmg * 0.4f;            }        }        // shadowfiend 65.7% per 10 hits so 6.57 per hit        else if (GetEntry() == 19668)        {            if (Unit* owner = GetOwner())            {                int32 spellDmg = int32(owner->SpellBaseDamageBonus(SPELL_SCHOOL_MASK_SHADOW));                if (spellDmg > 0)                    bonusDamage = spellDmg * 0.0657f;            }        }    }    UnitMods unitMod = UNIT_MOD_DAMAGE_MAINHAND;    float att_speed = float(GetAttackTime(BASE_ATTACK))/1000.0f;    float base_value  = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType)/ 14.0f * att_speed  + bonusDamage;    float base_pct    = GetModifierValue(unitMod, BASE_PCT);    float total_value = GetModifierValue(unitMod, TOTAL_VALUE);    float total_pct   = GetModifierValue(unitMod, TOTAL_PCT);    float weapon_mindamage = GetWeaponDamageRange(BASE_ATTACK, MINDAMAGE);    float weapon_maxdamage = GetWeaponDamageRange(BASE_ATTACK, MAXDAMAGE);    int32 speed_mod = GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKSPEED);    base_pct *= 100.0f/(100.0f+float(speed_mod/2));    float mindamage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct;    float maxdamage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct;    //  Pet's base damage changes depending on happiness    if (isHunterPet() && attType == BASE_ATTACK)    {        switch (ToPet()->GetHappinessState())        {            case HAPPY:                // 125% of normal damage                mindamage = mindamage * 1.25f;                maxdamage = maxdamage * 1.25f;                break;            case CONTENT:                // 100% of normal damage, nothing to modify                break;            case UNHAPPY:                // 75% of normal damage                mindamage = mindamage * 0.75f;                maxdamage = maxdamage * 0.75f;                break;        }    }    SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage);    SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage);}
开发者ID:morno,项目名称:blizzlikecore,代码行数:79,


示例7: switch

void Player::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, float& min_damage, float& max_damage){    UnitMods unitMod;    UnitMods attPower;    switch (attType)    {        case BASE_ATTACK:        default:            unitMod = UNIT_MOD_DAMAGE_MAINHAND;            attPower = UNIT_MOD_ATTACK_POWER;            break;        case OFF_ATTACK:            unitMod = UNIT_MOD_DAMAGE_OFFHAND;            attPower = UNIT_MOD_ATTACK_POWER;            break;        case RANGED_ATTACK:            unitMod = UNIT_MOD_DAMAGE_RANGED;            attPower = UNIT_MOD_ATTACK_POWER_RANGED;            break;    }    float att_speed = GetAPMultiplier(attType, normalized);    float base_value  = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType) / 14.0f * att_speed;    float base_pct    = GetModifierValue(unitMod, BASE_PCT);    float total_value = GetModifierValue(unitMod, TOTAL_VALUE);    float total_pct   = GetModifierValue(unitMod, TOTAL_PCT);    float weapon_mindamage = GetWeaponDamageRange(attType, MINDAMAGE);    float weapon_maxdamage = GetWeaponDamageRange(attType, MAXDAMAGE);    if (IsInFeralForm())                                    // check if player is druid and in cat or bear forms, non main hand attacks not allowed for this mode so not check attack type    {        float weaponSpeed = GetAttackTime(attType) / 1000.0f;        switch (GetShapeshiftForm())        {            case FORM_CAT:                weapon_mindamage = weapon_mindamage / weaponSpeed;                weapon_maxdamage = weapon_maxdamage / weaponSpeed;                break;            case FORM_BEAR:                weapon_mindamage = weapon_mindamage / weaponSpeed + weapon_mindamage / 2.5f;                weapon_maxdamage = weapon_maxdamage / weaponSpeed + weapon_maxdamage / 2.5f;                break;        }    }    else if (!CanUseEquippedWeapon(attType))                // check if player not in form but still can't use weapon (broken/etc)    {        weapon_mindamage = BASE_MINDAMAGE;        weapon_maxdamage = BASE_MAXDAMAGE;    }    else if (attType == RANGED_ATTACK)                      // add ammo DPS to ranged damage    {        weapon_mindamage += GetAmmoDPS() * att_speed;        weapon_maxdamage += GetAmmoDPS() * att_speed;    }    min_damage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct;    max_damage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct;}
开发者ID:Calixa,项目名称:mangos-cata,代码行数:62,


示例8: int32

void Guardian::UpdateDamagePhysical(WeaponAttackType attType){    if (attType > BASE_ATTACK)        return;    float bonusDamage = 0.0f;    if (m_owner->GetTypeId() == TYPEID_PLAYER)    {        //force of nature        if (GetEntry() == ENTRY_TREANT)        {            int32 spellDmg = int32(m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_NATURE)) - m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_NATURE);            if (spellDmg > 0)                bonusDamage = spellDmg * 0.09f;        }        //greater fire elemental        else if (GetEntry() == ENTRY_FIRE_ELEMENTAL)        {            int32 spellDmg = int32(m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FIRE)) - m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_FIRE);            if (spellDmg > 0)                bonusDamage = spellDmg * 0.4f;        }    }    UnitMods unitMod = UNIT_MOD_DAMAGE_MAINHAND;    float att_speed = float(GetAttackTime(BASE_ATTACK))/1000.0f;    float base_value  = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType)/ 14.0f * att_speed  + bonusDamage;    float base_pct    = GetModifierValue(unitMod, BASE_PCT);    float total_value = GetModifierValue(unitMod, TOTAL_VALUE);    float total_pct   = GetModifierValue(unitMod, TOTAL_PCT);    float weapon_mindamage = GetWeaponDamageRange(BASE_ATTACK, MINDAMAGE);    float weapon_maxdamage = GetWeaponDamageRange(BASE_ATTACK, MAXDAMAGE);    float mindamage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct;    float maxdamage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct;    //  Pet's base damage changes depending on happiness    if (isHunterPet() && attType == BASE_ATTACK)    {        switch(ToPet()->GetHappinessState())        {            case HAPPY:                // 125% of normal damage                mindamage = mindamage * 1.25f;                maxdamage = maxdamage * 1.25f;                break;            case CONTENT:                // 100% of normal damage, nothing to modify                break;            case UNHAPPY:                // 75% of normal damage                mindamage = mindamage * 0.75f;                maxdamage = maxdamage * 0.75f;                break;        }    }    Unit::AuraEffectList const& mDummy = GetAuraEffectsByType(SPELL_AURA_MOD_ATTACKSPEED);    for (Unit::AuraEffectList::const_iterator itr = mDummy.begin(); itr != mDummy.end(); ++itr)    {        switch ((*itr)->GetSpellProto()->Id)        {            case 61682:            case 61683:                AddPctN(mindamage, -(*itr)->GetAmount());                AddPctN(maxdamage, -(*itr)->GetAmount());                break;            default:                break;        }    }    SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage);    SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage);}
开发者ID:sacel,项目名称:StrawberryEMU,代码行数:78,



注:本文中的GetAttackTime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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