这篇教程C++ GetGame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GetGame函数的典型用法代码示例。如果您正苦于以下问题:C++ GetGame函数的具体用法?C++ GetGame怎么用?C++ GetGame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GetGame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: switchvoid App::onMenuCommand( WORD id ){ switch( id ) { case IDM_EXIT: onQuit(); break; case IDM_RELOADSETUP: GetGame()->reload_setup(); break; }}
开发者ID:Caoxuyang,项目名称:klcommon,代码行数:13,
示例2: GetGameAFlareAsteroid* UFlareSector::LoadAsteroid(const FFlareAsteroidSave& AsteroidData){ FActorSpawnParameters Params; Params.bNoFail = true; Params.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn; AFlareAsteroid* Asteroid = GetGame()->GetWorld()->SpawnActor<AFlareAsteroid>(AFlareAsteroid::StaticClass(), AsteroidData.Location, AsteroidData.Rotation, Params); Asteroid->Load(AsteroidData); // TODO Check double add SectorAsteroids.Add(Asteroid); return Asteroid;}
开发者ID:Helical-Games,项目名称:HeliumRain,代码行数:13,
示例3: Drawvoid NLight::Draw(NCamera* View){ //If the light isn't on the current level of the map, don't draw it! This is required because 2d lighting! if (GetGame()->GetMap()->GetLevel() != GetGame()->GetMap()->GetLevel(GetRealPos())) { return; } //Clear out the stencil buffer with 0's so we have a clean slate to work with. glClear(GL_STENCIL_BUFFER_BIT); glEnable(GL_STENCIL_TEST); //Make it so whatever we draw replaces everything it touches in the stencil to 1. glStencilFunc(GL_ALWAYS,0x1,0x1); glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); //Draw all our shadow volumes. DrawShadow(View); //Now we make it so we can only draw on 0's, we also don't want to replace anything in the stencil buffer so we lock it up. glStencilFunc(GL_EQUAL,0x0,0x1); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); //Finally draw the light into whatever's not shadow. DrawLight(View); glDisable(GL_STENCIL_TEST);}
开发者ID:Tamschi,项目名称:Astrostruct,代码行数:22,
示例4: sizeofvoid FactionOper::RecvJoindNotifyMsg(CMessage* pMsg){ // 族员结构 tagFacMemInfo stFacMemInfo; pMsg->GetEx( &stFacMemInfo, sizeof(stFacMemInfo) ); CGUID FactionGuid; pMsg->GetGUID( FactionGuid ); // 添加一个族员 CFacMember::SMemberInfo stMemberInfo; stMemberInfo.guidFac = FactionGuid; stMemberInfo.guidMember = stFacMemInfo.MemberGuid; stMemberInfo.strName = stFacMemInfo.szName; stMemberInfo.strTitle = stFacMemInfo.szTitle; stMemberInfo.lLevel = stFacMemInfo.lLvl; stMemberInfo.lJob = stFacMemInfo.lJobLvl; stMemberInfo.lOccupation = stFacMemInfo.lOccu; stMemberInfo.lContribute = stFacMemInfo.lContribute; stMemberInfo.bOnline = stFacMemInfo.bIsOnline != 0; stMemberInfo.strRegion = stFacMemInfo.szRegion; m_pFactionManager->AddMyConfrere( &stMemberInfo ); // 是否是自己 if( GetGame()->GetMainPlayer()->GetExID() == stFacMemInfo.MemberGuid ) { GetGame()->GetMainPlayer()->SetFactionID(FactionGuid); m_pFactionManager->SetMyJob( stFacMemInfo.lJobLvl ); // "您已经加入家族: %s" TCHAR szPrompt[ 1024 ]; wsprintf( szPrompt, AppFrame::GetText("FA_308"), GetGame()->GetMainPlayer()->GetFactionName().c_str() ); GetInst(MsgEventManager).PushEvent(Msg_Ok,szPrompt); } FireUIEvent("FactionPage","UpdateFacAppList");}
开发者ID:xiongshaogang,项目名称:mmo-resourse,代码行数:39,
示例5: GetGamebool Ghost::IsMobGhost(){ static size_t mob_id = 0; static bool draw = true; if (!GetGame().GetMob()) { return false; } if (mob_id != GetGame().GetMob().ret_id()) { if (id_ptr_on<Ghost> g = GetGame().GetMob()) { draw = true; } else { draw = false; } mob_id = GetGame().GetMob().ret_id(); } return draw;}
开发者ID:Chemrat,项目名称:karya-valya,代码行数:22,
示例6: Execute virtual void Execute(const DataObject &) { // The current player is now in a blocking action. RULE.Execute(shRuleBeginBlockingAction, DataObject(current())); wxInt32 index = gameData<wxInt32>(shMasterMerchantVictim); const wxString& name = playerGame(index).player().Name(); wxString str = wxString::Format( stSelectTwoCardsToStealFrom.c_str(), swStringFormat.c_str(), name.c_str()); wxString str2 = wxString::Format( stWaitingSelectTwoCardsToSteal.c_str(), swStringFormat.c_str(), name.c_str()); RULE.Execute(shRuleUpdateMessageUI, DataObject(str, str2)); Controller::get().Transmit(shEventControlsUI, DataObject(false)); Controller::get().Transmit(shEventBuildUI, DataObject(false, GetGame())); Controller::get().Transmit(shEventMasterMerchantResource, GetGame()); }
开发者ID:Dangr8,项目名称:Cities3D,代码行数:22,
示例7: msgToWs//! 发送联系人数据到WSvoid LinkmanSystem::SendDataToWs(void){ CMessage msgToWs(MSG_S2W_LINKMAN_DATA); vector<BYTE> vLinkmanData; //! 先给玩家总数占个位置 _AddToByteArray(&vLinkmanData, (LONG)0L); //! 实际发送人数统计 LONG lNum = 0; map<CGUID, VecLinkmanGroup>::iterator ite = m_mapPlayerLinkman.begin(); for (; ite != m_mapPlayerLinkman.end(); ++ite) { if(NULL == GetGame()->FindPlayer(ite->first)) { if(NULL == GetGame()->FindSavePlayer(ite->first)) continue; } ++lNum; //! 玩家GUID _AddToByteArray(&vLinkmanData, ite->first); VecLinkmanGroup &vLinkmanGroup = ite->second; //! 联系人组数 _AddToByteArray(&vLinkmanData, (LONG)vLinkmanGroup.size()); for (LONG i = 0; i < (long)vLinkmanGroup.size(); ++i) { //! 联系人数据 vLinkmanGroup[i].Serialize_ForWS(&vLinkmanData); } } //! 在编码中替换实际人数 memcpy(&vLinkmanData[0], &lNum, sizeof(LONG)); msgToWs.Add((LONG)vLinkmanData.size()); msgToWs.AddEx(&vLinkmanData[0], (long)vLinkmanData.size()); msgToWs.Send();}
开发者ID:xiongshaogang,项目名称:mmo-resourse,代码行数:40,
示例8: glDeleteBuffersNTextInput::~NTextInput(){ glDeleteBuffers(2,Buffers); delete[] Buffers; if (Texture) { delete Texture; } if (HasFocus) { GetGame()->GetInput()->SetFocus(false); }}
开发者ID:Tamschi,项目名称:Astrostruct,代码行数:13,
示例9: GetIntParamdouble CScript::GetAttr(const char* CmdStr, char* retStr){ OBJECT_TYPE type; CGUID id; double value = 0; if(!GetSrcShape()) return -1.0f; int param = GetIntParam(CmdStr, 0); if(param != ERROR_CODE && param != INVILID_VALUE) { type = (OBJECT_TYPE)param; char* pIdName = GetStringParam(CmdStr, 1); if(!pIdName) return -1.0f; id = GetScriptGuidValue((CMoveShape*)GetSrcShape(), pIdName); char* name = GetStringParam(CmdStr, 2); if(!name) { M_FREE( pIdName, sizeof(char)*MAX_VAR_LEN ); return -1.0f; } CMoveShape* shape = NULL; if(NULL_GUID == id) // 默认id=0时,直接调用SrcShape的SetAttr接口 { shape = (CMoveShape*)GetSrcShape(); } else shape = GetGame()->FindShape(type, id); if(shape) { long lRet = shape->GetAttribute(std::string(name)); M_FREE( pIdName, sizeof(char)*MAX_VAR_LEN ); M_FREE( name, sizeof(char)*MAX_VAR_LEN ); return lRet; } M_FREE( pIdName, sizeof(char)*MAX_VAR_LEN ); M_FREE( name, sizeof(char)*MAX_VAR_LEN ); } else // 该参数是字符串 { AddErrorLogText(CStringReading::LoadString(IDS_GS_FUNCTION, STR_GS_FUNCTION_SETATTRFIRSTVARISSTRING)); } return 0.0f;}
开发者ID:ueverything,项目名称:mmo-resourse,代码行数:51,
示例10: GetGamevoid SaveCommand::Execute(){ ofstream saveFile; saveFile.open ("save.txt"); saveFile << "#player "<<GetGame()->GetPlayer().GetName() << "/n"; saveFile << GetGame()->GetPlayer().GetRace() << "/n"; saveFile << GetGame()->GetPlayer().GetClass() << "/n"; saveFile << GetGame()->GetPlayer().GetAge() << "/n"; saveFile << GetGame()->GetPlayer().GetGender() << "/n"; saveFile << GetGame()->GetPlayer().GetExperience() << "/n"; saveFile << GetGame()->GetCurrentRoom()->GetID() << "/n"; saveFile << GetGame()->GetPlayer().pMoney.GetAmount(); //saveFile << enemy.IsAlive() << "/n"; saveFile.close(); GetGame()->GetRenderer()->Render("Saved/n");}
开发者ID:VSP,项目名称:Advanced-C--,代码行数:19,
示例11: vector/*****Takes the story choice the user made and adjust the game state appropriately.*/void ChapterMenu::ProcessChoice(unsigned int key){Tools::Debug::Print("ChapterMenu::ProcessOptionKeyPress() - Story option selected.", Tools::Debug::PRIORITY::MID); /* The values to change the player stats are stored in a vector. Since there are two values to retrieve for each choice (time lost and rest lost) we need to find which two values in the vector are the ones that correspond with the story choice the user made. The values are stored sequentially from the results for the first option to the results for the last option. So if there are three options for the player to choose from, there are six values in the vector (0-5). These results are in pairs of two. The first being time lost and the second being rest lost. For example: Choosing option 1 would mean the values are at 0 and 1. Choosing option 2 would mean the values are at 2 and 3. Choosing option 3 would mean the values are at 4 and 5. I figured out a simple equation that will automatically find the vector index for the first value we need. After which we just increment by 1 to get the next value in the pair. firstValue = (choice - 1) + (choice - 1) */ // Find the vector indices we need. int timeLocation = (key - 1) + (key - 1); int restLocation = timeLocation + 1; // Grab the values in the vector AT the indices. short timeLost = chapter.GetStatChanges().at(timeLocation); short restLost = chapter.GetStatChanges().at(restLocation); // Subtract those values from the player's stats. GetGame().GetDM().RemoveTime(timeLost); GetGame().GetDM().RemoveRest(restLost); // Check if the game has ended due to stats dropping to zero. if (GetGame().GetDM().IsGameOver()) GetGame().EndGame();}
开发者ID:Alcanteria,项目名称:CQuest,代码行数:41,
示例12: CShadervoid IRenderSystem::LoadShaders(){ if (GetGame()->GetGLSLVersion() >= GetGame()->GetMinGLSLVersion()) { if (GetGame()->GetGLSLVersion() == GLSL_VERSION_330) { CShader* shader = new CShader("shaders/unlit.vs.glsl", "shaders/unlit.ps.glsl"); m_Shaders["unlit"] = shader; shader = new CShader_GBuffer("shaders/gbuffer.vs.glsl", "shaders/gbuffer.ps.glsl"); m_Shaders["gbuffer"] = shader; shader = new CShader_Deferred("shaders/deferred.vs.glsl", "shaders/deferred.ps.glsl"); m_Shaders["deferred"] = shader; shader = new CShader_SSAO("shaders/ssao.vs.glsl", "shaders/ssao.ps.glsl"); m_Shaders["ssao"] = shader; shader = new CShader_SSAO("shaders/ssao_blur.vs.glsl", "shaders/ssao_blur.ps.glsl"); m_Shaders["ssao_blur"] = shader; m_PPChain.AddShader(m_Shaders["deferred"]); m_PPChain.AddShader(m_Shaders["ssao"]); } else if (GetGame()->GetGLSLVersion() == GLSL_VERSION_130) { CShader* shader = new CShader("shaders/1_30/unlit.vs.glsl", "shaders/1_30/unlit.ps.glsl"); m_Shaders["unlit"] = shader; shader = new CShader_GBuffer("shaders/1_30/gbuffer.vs.glsl", "shaders/1_30/gbuffer.ps.glsl"); m_Shaders["gbuffer"] = shader; shader = new CShader_Deferred("shaders/1_30/deferred.vs.glsl", "shaders/1_30/deferred.ps.glsl"); m_Shaders["deferred"] = shader; shader = new CShader_SSAO("shaders/1_30/ssao.vs.glsl", "shaders/1_30/ssao.ps.glsl"); m_Shaders["ssao"] = shader; shader = new CShader_SSAO("shaders/1_30/ssao_blur.vs.glsl", "shaders/1_30/ssao_blur.ps.glsl"); m_Shaders["ssao_blur"] = shader; m_PPChain.AddShader(m_Shaders["deferred"]); m_PPChain.AddShader(m_Shaders["ssao"]); } } else { std::ostringstream errorBuffer; errorBuffer << "Hardware requirements not met:/nMinimum GLSL Version: "; errorBuffer << GetGame()->GetMinGLSLVersion(); errorBuffer << "/nDetected GLSL Version: "; errorBuffer << GetGame()->GetGLSLVersion(); log(LOG_TYPE_ERROR, errorBuffer.str()); }}
开发者ID:rrkpp,项目名称:kopengi,代码行数:58,
示例13: GetGamevoid Script::ClearTeamRgnID(const CGUID& playerGuid){ CPlayer* player = GetGame()->FindPlayer(playerGuid); if(player==NULL) return; GSTeam* team = GetOrganiCtrl()->GetGameTeamByID(player->GetTeamID()); if(team==NULL) return; CPlayer* master = GetGame()->FindPlayer(team->GetLeader()); if(NULL != master) { GameManager::GetInstance()->GetRgnManager()->ClearTeamRgnGUID(playerGuid); } else { CMessage msg(MSG_S2W_TEAM_ClearRgnID); msg.Add(team->GetLeader()); msg.Send(false); }}
开发者ID:xiongshaogang,项目名称:mmo-resourse,代码行数:23,
示例14: GetGame void Status::Render() { Game& game = GetGame(); Screen& screen = game.GetScreen(); m_sprite->Render(screen, 4, 0); if (!game.GetSnake().IsAlive()) { m_gameover->Render(screen, (screen.GetWidth() / 2) - (m_gameover->GetWidth() / 2), (screen.GetHeight() / 2) - (m_gameover->GetHeight() / 2)); } else if (game.IsPaused()) { m_pause->Render(screen, (screen.GetWidth() / 2) - (m_pause->GetWidth() / 2), (screen.GetHeight() / 2) - (m_pause->GetHeight() / 2)); } }
开发者ID:LastRitesGames,项目名称:Coatl,代码行数:14,
示例15: StepEndAIvoid CFixSummonAI::AI(){ if(GetRemainedTime() == 0) { StepEndAI(); return; } else { if(FindEffect(m_vecSummonEffect[0]) == NULL) { CClientRegion *pRegion = GetGame()->GetRegion(); float x = GetPosX(); float y = GetPosY(); float h = pRegion->GetCellHeight(x, y); AddEffect(m_vecSummonEffect[0], x, y, h, true); char strFile[MAX_PATH]; sprintf(strFile, "sounds/skills/%d.wav", m_vecSummonSound[0]); GetGame()->GetAudioList()->Play(strFile, x, y, h); } }}
开发者ID:xiongshaogang,项目名称:mmo-resourse,代码行数:23,
示例16: GetStringParamdouble CScript::GetPlayerAllVariables(const char* CmdStr, char* retStr){ if(p_SrcShape == NULL) return 0; CHAR* szName = GetStringParam( CmdStr, 0 ); if( szName ) { CPlayer* pPlayer = GetGame() -> FindPlayer( szName ); if( pPlayer ) { //##找到该玩家 CHAR szText[10240] = {0}; ZeroMemory( szText, sizeof(szText) ); CVariableList* pVarList = pPlayer->GetVariableList(); if (pVarList) { CVariableList::varlistitr itr = pVarList->VarListBegin(); for(; itr != pVarList->VarListEnd(); itr++) { // 简单变量 if( itr->second->Array == 0 ) { _snprintf(szText, 10240, "%s = %d", itr->first.c_str(), (int)(itr->second->Value)); ((CPlayer*)p_SrcShape) -> SendNotifyMessage( szText, 0xff00ff00, 0, eNOTIFYPOS_LEFT_BOTTOM ); } else if( itr->second->Array > 0) // 数组变量 { for(int j = 0; j < itr->second->Array; j++) { _snprintf(szText, 10240, "%s[%d] = %d", itr->first.c_str(), j, itr->second->Value[j]); ((CPlayer*)p_SrcShape) -> SendNotifyMessage( szText, 0xff00ff00, 0, eNOTIFYPOS_LEFT_BOTTOM ); } } else { //字符串变量 _snprintf(szText, 10240, "%s = /"%s/"", itr->first.c_str(), itr->second->strValue); ((CPlayer*)p_SrcShape) -> SendNotifyMessage( szText, 0xff00ff00, 0, eNOTIFYPOS_LEFT_BOTTOM ); } } } } M_FREE( szName, sizeof(char)*MAX_VAR_LEN ); } return 1;}
开发者ID:ueverything,项目名称:mmo-resourse,代码行数:50,
示例17: InitOperThreadvoid CBounsDBManager::InitOperThread(std::string strProvider, std::string strDataSource, std::string strInitialCatalog, std::string strUserID, std::string strPassword){ for(int i=0; i<GetGame()->GetSetup()->dwWorkerThreadNum; i++) { CBounsOperThread* pOperThread = new CBounsOperThread(strProvider, strDataSource, strInitialCatalog, strUserID, strPassword); m_mapOperThread[i] = pOperThread; pOperThread->Begin(); }}
开发者ID:ueverything,项目名称:mmo-resourse,代码行数:14,
示例18: enet_host_destroybool NNetwork::CreateClient(){ if (Client) { enet_host_destroy(Client); } Client = enet_host_create(NULL,1,2,0,0); if (!Client) { GetGame()->GetLog()->Send("NETWORK",0,"Failed to create client!"); return 1; } return 0;}
开发者ID:ZenX2,项目名称:Astrostruct,代码行数:14,
示例19: GetGame//! 解散void GameFaction::Disband(void){ map<CGUID, tagFacMemInfo>::iterator ite = m_mapMemInfo.begin(); for ( ; ite != m_mapMemInfo.end(); ++ite) { CPlayer *pPlayer = GetGame()->FindPlayer(ite->first); if (NULL != pPlayer) { pPlayer->SetFactionID(NULL_GUID); pPlayer->SetUnionID(NULL_GUID); pPlayer->SetFacMemInfo(NULL); } }}
开发者ID:xiongshaogang,项目名称:mmo-resourse,代码行数:15,
示例20: GetGamevoid NTexture::Play(std::string i_Name){ for (unsigned int i=0;i<Animations.size();i++) { if (i_Name == Animations[i]->GetName()) { PlayingAnimation = i; if (ResetOnPlay) CurrentTime = 0; return; } } GetGame()->GetLog()->Send("TEXTURE",1,"Animation " + i_Name + " not found in texture " + Name + ".");}
开发者ID:ZenX2,项目名称:Astrostruct,代码行数:14,
示例21: GetGamebool NFace::Load(std::string File){ FT_Library FTLib = GetGame()->GetTextSystem()->GetFreeTypeLib(); if (!FTLib) { return 1; } NReadFile MyFile = GetGame()->GetFileSystem()->GetReadFile(File); if (!MyFile.Good()) { GetGame()->GetLog()->Send("FREETYPE",1,"Failed to load " + File + ", it doesn't exist!"); return 1; } FileData = new char[MyFile.Size()]; MyFile.Read(FileData,MyFile.Size()); if (FT_New_Memory_Face(FTLib,(const unsigned char*)FileData,MyFile.Size(),0,&Face)) { delete[] FileData; GetGame()->GetLog()->Send("FREETYPE",1,"Failed to load " + File + " as a font, it's either corrupt or not a FreeType-compatible format!"); return 1; } return 0;}
开发者ID:Tamschi,项目名称:Astrostruct,代码行数:23,
示例22: GetStringParam//目标执行一个脚本double CScript::DesRunScript(const char* cmd, char* retStr){ char * cScriptName= GetStringParam(cmd,0); if (cScriptName== NULL) return -1; stRunScript st; st.pszFileName = cScriptName; st.srcShape = p_DesShape; st.pRegion = (CRegion*)(p_SrcShape->GetFather()); st.desShape = NULL; RunScript(&st, (char*)GetGame()->GetScriptFileData(cScriptName)); M_FREE( cScriptName, sizeof(char)*MAX_VAR_LEN ); return 0;}
开发者ID:ueverything,项目名称:mmo-resourse,代码行数:15,
示例23: //通过脚本发送系统邮件void CMailManager::SendSysMailByScript(CMail *pMail){ if (pMail) { list<string>::iterator it = pMail->GetReceiverList().begin(); CPlayer *pPlayer=GetGame()->FindPlayer((*it).c_str()); pMail->AddGoodsToContainerBySys(); pMail->SetReject(0); SendMailToWS(pMail); pMail->DeleteMailGoods(); MP_DELETE(pMail); } }
开发者ID:ueverything,项目名称:mmo-resourse,代码行数:15,
示例24: CreateWidgets//--------------------------------------------------------------------------Widget ScriptConsoleRenamePresetDialog::Init(){ Widget layoutRoot = CreateWidgets("gui/layouts/script_console_dialog_preset.layout", NULL); m_Editbox = layoutRoot.FindAnyWidget("PrimaryEditBox"); m_Label = layoutRoot.FindAnyWidget("WindowLabel"); m_Message = layoutRoot.FindAnyWidget("MessageText"); MissionBase mission = GetGame().GetMission(); m_Editbox.SetText( mission.m_scriptConsole.GetCurrentPresetName() ); m_Label.SetText("RENAME PRESET"); m_Message.SetText( mission.m_scriptConsole.GetCurrentPresetName() ); return layoutRoot;}
开发者ID:BraXi,项目名称:DayZ-SA-Scripts,代码行数:15,
示例25: GetGamebool NNetwork::PollEvent(ENetEvent* Event){ if (!Server && !Client) { return false; } if (Server && Client) { GetGame()->GetLog()->Send("NETWORK",1,"We have a server and client running on the same host! Assuming we're a server..."); enet_host_destroy(Client); Client = NULL; } if (Server) { int Check = enet_host_service(Server,Event,0); if (Check > 0) { return true; } if (Check < 0) { GetGame()->GetLog()->Send("NETWORK",0,"Failed to poll for events!"); } return false; } int Check = enet_host_service(Client,Event,0); if (Check > 0) { return true; } if (Check < 0) { GetGame()->GetLog()->Send("NETWORK",0,"Failed to poll for events!"); } return false;}
开发者ID:ZenX2,项目名称:Astrostruct,代码行数:37,
示例26: assert//! 响应客户端断开连接VOID LoginManager::OnClientNetClose(const char *pCdKey, BOOL bInWs){ assert(NULL != pCdKey); m_cqueueValidatingCdKey.erase(string(pCdKey)); m_mapLSSecurityData.erase(string(pCdKey));#ifdef _OUT_LOGIN_FLOW_INFO_ if(m_cqueuePassedAccount.find(pCdKey)) AddLogText("响应客户端[%s]断开,从已通过验证的队列中清除该客户端", pCdKey);#endif m_cqueuePassedAccount.erase(string(pCdKey)); map<LONG, WaitInWsQueue>::iterator iteWS = m_mapAllWaitInWsQueue.begin(); for (; iteWS != m_mapAllWaitInWsQueue.end(); ++iteWS) iteWS->second.erase(string(pCdKey)); map<LONG, QueueWsCanInGamePlayer>::iterator iteC = m_mapCanInGamePlayer.begin(); for (; iteC != m_mapCanInGamePlayer.end(); ++iteC) iteC->second.erase(string(pCdKey)); if(!bInWs) { if(GetGame()->UseAsFcm()) { DelFcmCdkey(pCdKey); CMessage msg(MSG_O2A_ACCOUNT_Logout); msg.Add(pCdKey); msg.SendToAS(); } else { GetGame()->GetCSdoaFcm().UserOffline(pCdKey); } }}
开发者ID:ueverything,项目名称:mmo-resourse,代码行数:38,
示例27: SavePlayerGoodsData static void SavePlayerGoodsData( CPlayer *pPlayer ) { GetGame()->UpdateSavePlayer( pPlayer, SAVE_DETAIL_ATTRPACKGOODS ); GetGame()->UpdateSavePlayer( pPlayer, SAVE_DETAIL_ATTRSUBPACKGOODS1 ); GetGame()->UpdateSavePlayer( pPlayer, SAVE_DETAIL_ATTRSUBPACKGOODS2 ); GetGame()->UpdateSavePlayer( pPlayer, SAVE_DETAIL_ATTRSUBPACKGOODS3 ); GetGame()->UpdateSavePlayer( pPlayer, SAVE_DETAIL_ATTRSUBPACKGOODS4 ); GetGame()->UpdateSavePlayer( pPlayer, SAVE_DETAIL_ATTRSUBPACKGOODS5 ); }
开发者ID:ueverything,项目名称:mmo-resourse,代码行数:9,
示例28: GetGame/**功能: 接收 创建联盟协议*细节描述: *参数: pMsg 协议结构*返回值: 无*修改时间:2008-4-16*/void CUnionManager::RecvCreationMsg( CMessage* pMsg ){ // 检测 成功失败 if( PLAYER_OPT_SUCCEED == pMsg->GetLong() ) { // "联盟创建成功!" /*GetGame()->GetCGuiEx()->GetMessageBoxPageEx()->m_lCallerID = -1; GetGame()->GetCGuiEx()->GetMessageBoxPageEx()->Open( GetGame()->GetCGuiEx()->GetFactionPageEx(), "联盟创建成功!", CMessageBoxPageEx::MSG_OK, true );*/ GetGame()->GetAudioList()->Play2DSound("SOUNDS//interfaces//i-19.wav"); } else { // 处理错误 }}
开发者ID:xiongshaogang,项目名称:mmo-resourse,代码行数:22,
注:本文中的GetGame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++ GetGameObject函数代码示例 C++ GetGalCanvas函数代码示例 |