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自学教程:C++ GetPlayerInMap函数代码示例

51自学网 2021-06-01 21:12:59
  C++
这篇教程C++ GetPlayerInMap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GetPlayerInMap函数的典型用法代码示例。如果您正苦于以下问题:C++ GetPlayerInMap函数的具体用法?C++ GetPlayerInMap怎么用?C++ GetPlayerInMap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GetPlayerInMap函数的27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: switch

void instance_stratholme::DoScarletBastionDefense(uint8 uiStep, Creature* pCreature){    if (!pCreature)        return;    switch (uiStep)    {        case BARRICADE:        case STAIRS:            DoMoveBackDefenders(uiStep, pCreature);            return;        case TIMMY:            pCreature->SummonCreature(NPC_TIMMY_THE_CRUEL, aScourgeInvaders[0].m_fX, aScourgeInvaders[0].m_fY, aScourgeInvaders[0].m_fZ, aScourgeInvaders[0].m_fO, TEMPSPAWN_DEAD_DESPAWN, 0);            return;        // Scarlet guards spawned        case HALL_OF_LIGHTS:        case INNER_BASTION_2:            DoScriptText(ScarletEventYells[uiStep], pCreature);            if (Player* pPlayer = GetPlayerInMap())                DoSpawnScarletGuards(uiStep, pPlayer);            return;        // Scourge invading        case ENTRANCE:        case INNER_BASTION_1:            DoScriptText(ScarletEventYells[uiStep], pCreature);        case CRIMSON_THRONE:            if (Player* pPlayer = GetPlayerInMap())                DoSpawnScourgeInvaders(uiStep, pPlayer);    }}
开发者ID:michalpolko,项目名称:cmangos,代码行数:30,


示例2: switch

void instance_trial_of_the_crusader::JustDidDialogueStep(int32 iEntry){    switch (iEntry)    {        case NPC_RAMSEY_1:        case NPC_RAMSEY_2:        case NPC_RAMSEY_3:        case NPC_RAMSEY_4:        case NPC_RAMSEY_5:            DoSummonRamsey(iEntry);            break;        case SAY_VARIAN_BEAST_1:            if (Player* pPlayer = GetPlayerInMap())            {                if (Creature* pBeasts = pPlayer->SummonCreature(NPC_BEAST_COMBAT_STALKER, aSpawnPositions[0][0], aSpawnPositions[0][1], aSpawnPositions[0][2], aSpawnPositions[0][3], TEMPSUMMON_DEAD_DESPAWN, 0))                    pBeasts->SummonCreature(NPC_GORMOK, aSpawnPositions[1][0], aSpawnPositions[1][1], aSpawnPositions[1][2], aSpawnPositions[1][3], TEMPSUMMON_DEAD_DESPAWN, 0);            }            break;        case NPC_FIZZLEBANG:            if (Player* pPlayer = GetPlayerInMap())                pPlayer->SummonCreature(NPC_FIZZLEBANG, aSpawnPositions[5][0], aSpawnPositions[5][1], aSpawnPositions[5][2], aSpawnPositions[5][3], TEMPSUMMON_DEAD_DESPAWN, 0);            break;        case SAY_WILFRED_JARAXXUS_INTRO_3:            if (Player* pPlayer = GetPlayerInMap())                pPlayer->SummonCreature(NPC_JARAXXUS, aSpawnPositions[6][0], aSpawnPositions[6][1], aSpawnPositions[6][2], aSpawnPositions[6][3], TEMPSUMMON_DEAD_DESPAWN, 0);            break;        case NPC_FJOLA:            if (Player* pPlayer = GetPlayerInMap())            {                pPlayer->SummonCreature(NPC_FJOLA, aSpawnPositions[7][0], aSpawnPositions[7][1], aSpawnPositions[7][2], aSpawnPositions[7][3], TEMPSUMMON_DEAD_DESPAWN, 0);                pPlayer->SummonCreature(NPC_EYDIS, aSpawnPositions[8][0], aSpawnPositions[8][1], aSpawnPositions[8][2], aSpawnPositions[8][3], TEMPSUMMON_DEAD_DESPAWN, 0);            }            break;    }}
开发者ID:deadmaruss,项目名称:scriptdev2,代码行数:35,


示例3: DoTaunt

void instance_naxxramas::Update(uint32 uiDiff){    if (m_uiTauntTimer)    {        if (m_uiTauntTimer <= uiDiff)        {            DoTaunt();            m_uiTauntTimer = 0;        }        else            m_uiTauntTimer -= uiDiff;    }    if (m_uiSapphSpawnTimer)    {        if (m_uiSapphSpawnTimer <= uiDiff)        {            if (Player* pPlayer = GetPlayerInMap())                pPlayer->SummonCreature(NPC_SAPPHIRON, aSapphPositions[0], aSapphPositions[1], aSapphPositions[2], aSapphPositions[3], TEMPSUMMON_DEAD_DESPAWN, 0);            m_uiSapphSpawnTimer = 0;        }        else            m_uiSapphSpawnTimer -= uiDiff;    }    m_dialogueHelper.DialogueUpdate(uiDiff);}
开发者ID:kotishe,项目名称:server-1,代码行数:28,


示例4: DoSpawnBridgeWave

void instance_mechanar::DoSpawnBridgeWave(){    if (Player* pPlayer = GetPlayerInMap(true, false))    {        for (uint8 i = 0; i < MAX_BRIDGE_TRASH; ++i)        {            // Skip the blank entries            if (aBridgeEventLocs[m_uiBridgeEventPhase][i].m_uiSpawnEntry == 0)                break;            if (Creature* pTemp = pPlayer->SummonCreature(aBridgeEventLocs[m_uiBridgeEventPhase][i].m_uiSpawnEntry, aBridgeEventLocs[m_uiBridgeEventPhase][i].m_fX, aBridgeEventLocs[m_uiBridgeEventPhase][i].m_fY, aBridgeEventLocs[m_uiBridgeEventPhase][i].m_fZ, aBridgeEventLocs[m_uiBridgeEventPhase][i].m_fO, TEMPSUMMON_DEAD_DESPAWN, 0))            {                pTemp->CastSpell(pTemp, SPELL_ETHEREAL_TELEPORT, false);                switch (m_uiBridgeEventPhase)                {                    case 1:                                 // These waves should attack the player directly                    case 2:                    case 4:                    case 5:                        pTemp->AI()->AttackStart(pPlayer);                        break;                    case 6:                                 // Pathaleon                        DoScriptText(SAY_PATHALEON_INTRO, pTemp);                        break;                }            }        }    }    ++m_uiBridgeEventPhase;}
开发者ID:Stylerdk,项目名称:GaryMoveOut_2.4.3_Backup,代码行数:31,


示例5: Update

    void Update(uint32 diff)    {        if (BaronRun_Timer)        {            if (BaronRun_Timer <= diff)            {                if (GetData(TYPE_BARON_RUN) != DONE)                    SetData(TYPE_BARON_RUN, FAIL);                BaronRun_Timer = 0;                debug_log("TSCR: Instance Stratholme: Baron run event reached end. Event has state %u.",GetData(TYPE_BARON_RUN));            }else BaronRun_Timer -= diff;        }        if (SlaugtherSquare_Timer)        {            if (SlaugtherSquare_Timer <= diff)            {                if (Player *p = GetPlayerInMap())                {                    for(uint8 i = 0; i < 4; i++)                        p->SummonCreature(C_BLACK_GUARD,4032.84,-3390.24,119.73,4.71,TEMPSUMMON_TIMED_OR_DEAD_DESPAWN,1800000);                    UpdateGoState(ziggurat4GUID,0,false);                    UpdateGoState(ziggurat5GUID,0,false);                    debug_log("TSCR: Instance Stratholme: Black guard sentries spawned. Opening gates to baron.");                }                SlaugtherSquare_Timer = 0;            }else SlaugtherSquare_Timer -= diff;        }    }
开发者ID:ekzobam,项目名称:HGCore,代码行数:30,


示例6: CanProgressEvent

    //what other conditions to check?    bool CanProgressEvent()    {        if (!GetPlayerInMap())            return false;        return true;    }
开发者ID:Bootz,项目名称:SF1,代码行数:8,


示例7: GetPlayerInMap

void instance_sunken_temple::DoSpawnAtalarionIfCan(){    // Return if already summoned    if (GetSingleCreatureFromStorage(NPC_ATALARION))    {        return;    }    Player* pPlayer = GetPlayerInMap();    if (!pPlayer)    {        return;    }    pPlayer->SummonCreature(NPC_ATALARION, aSunkenTempleLocation[0].m_fX, aSunkenTempleLocation[0].m_fY, aSunkenTempleLocation[0].m_fZ, aSunkenTempleLocation[0].m_fO, TEMPSUMMON_DEAD_DESPAWN, 0);    // Spawn the idol of Hakkar    DoRespawnGameObject(GO_IDOL_OF_HAKKAR, 30 * MINUTE);    // Spawn the big green lights    for (GuidList::const_iterator itr = m_luiBigLightGUIDs.begin(); itr != m_luiBigLightGUIDs.end(); ++itr)    {        DoRespawnGameObject(*itr, 30 * MINUTE);    }}
开发者ID:haidusg,项目名称:scripts,代码行数:25,


示例8: Update

void instance_temple_of_ahnqiraj::Update(uint32 uiDiff){    m_dialogueHelper.DialogueUpdate(uiDiff);    if (GetData(TYPE_CTHUN) == IN_PROGRESS || GetData(TYPE_CTHUN) == DONE)        return;    if (m_uiCthunWhisperTimer < uiDiff)    {        if (Player* pPlayer = GetPlayerInMap())        {            if (Creature* pCthun = GetSingleCreatureFromStorage(NPC_CTHUN))            {                // ToDo: also cast the C'thun Whispering charm spell - requires additional research                switch (urand(0, 7))                {                    case 0: DoScriptText(SAY_CTHUN_WHISPER_1, pCthun, pPlayer); break;                    case 1: DoScriptText(SAY_CTHUN_WHISPER_2, pCthun, pPlayer); break;                    case 2: DoScriptText(SAY_CTHUN_WHISPER_3, pCthun, pPlayer); break;                    case 3: DoScriptText(SAY_CTHUN_WHISPER_4, pCthun, pPlayer); break;                    case 4: DoScriptText(SAY_CTHUN_WHISPER_5, pCthun, pPlayer); break;                    case 5: DoScriptText(SAY_CTHUN_WHISPER_6, pCthun, pPlayer); break;                    case 6: DoScriptText(SAY_CTHUN_WHISPER_7, pCthun, pPlayer); break;                    case 7: DoScriptText(SAY_CTHUN_WHISPER_8, pCthun, pPlayer); break;                }            }        }        m_uiCthunWhisperTimer = urand(1.5 * MINUTE * IN_MILLISECONDS, 5 * MINUTE * IN_MILLISECONDS);    }    else        m_uiCthunWhisperTimer -= uiDiff;}
开发者ID:Evildead666,项目名称:scripts,代码行数:32,


示例9: GetPlayerInMap

void instance_scholomance::DoSpawnGandlingIfCan(bool bByPlayerEnter){    // Do not summon, if event finished    if (m_auiEncounter[TYPE_GANDLING] == DONE)        return;    // Summon only once    if (GetSingleCreatureFromStorage(NPC_DARKMASTER_GANDLING))        return;    Player* pPlayer = GetPlayerInMap();    if (!pPlayer)        return;    // Check if all the six bosses are done first    if (m_auiEncounter[TYPE_MALICIA] == DONE && m_auiEncounter[TYPE_THEOLEN] == DONE && m_auiEncounter[TYPE_POLKELT] == DONE &&            m_auiEncounter[TYPE_RAVENIAN] == DONE && m_auiEncounter[TYPE_ALEXEI_BAROV] == DONE && m_auiEncounter[TYPE_ILLUCIA_BAROV] == DONE)    {        if (Creature* pGandling = pPlayer->SummonCreature(NPC_DARKMASTER_GANDLING, aGandlingSpawnLocs[0].m_fX, aGandlingSpawnLocs[0].m_fY, aGandlingSpawnLocs[0].m_fZ, aGandlingSpawnLocs[0].m_fO, TEMPSPAWN_DEAD_DESPAWN, 0))        {            // Switch model to Christmas Gandling if Winter Veil event is active            if (IsHolidayActive(HOLIDAY_FEAST_OF_WINTER_VEIL))                pGandling->CastSpell(pGandling, SPELL_XMAS_GANDLING, TRIGGERED_NONE);            if (!bByPlayerEnter)                DoScriptText(SAY_GANDLING_SPAWN, pGandling);        }    }}
开发者ID:cala,项目名称:mangos-classic,代码行数:29,


示例10: GetPlayerInMap

void instance_scholomance::DoSpawnGandlingIfCan(bool bByPlayerEnter){    // Do not summon, if event finished    if (m_auiEncounter[TYPE_GANDLING] == DONE)        return;    // Summon only once    if (GetSingleCreatureFromStorage(NPC_DARKMASTER_GANDLING))        return;    Player* pPlayer = GetPlayerInMap();    if (!pPlayer)        return;    // Check if all the six bosses are done first    if (m_auiEncounter[TYPE_MALICIA] == DONE && m_auiEncounter[TYPE_THEOLEN] == DONE && m_auiEncounter[TYPE_POLKELT] == DONE &&            m_auiEncounter[TYPE_RAVENIAN] == DONE && m_auiEncounter[TYPE_ALEXEI_BAROV] == DONE && m_auiEncounter[TYPE_ILLUCIA_BAROV] == DONE)    {        if (Creature* pGandling = pPlayer->SummonCreature(NPC_DARKMASTER_GANDLING, aGandlingSpawnLocs[0].m_fX, aGandlingSpawnLocs[0].m_fY, aGandlingSpawnLocs[0].m_fZ, aGandlingSpawnLocs[0].m_fO, TEMPSPAWN_DEAD_DESPAWN, 0))        {            if (!bByPlayerEnter)                DoScriptText(SAY_GANDLING_SPAWN, pGandling);        }    }}
开发者ID:krullgor,项目名称:mangos-wotlk,代码行数:25,


示例11: GetMonsterInMap

CCharacter* CMap::GetCharInMap( unsigned int id ){    CMonster* monster = GetMonsterInMap( id );    if(monster!=NULL)        return (CCharacter*) monster;    CPlayer* player = GetPlayerInMap( id );    if(player!=NULL)        return (CCharacter*) player;    return NULL;}
开发者ID:RavenX8,项目名称:osirose,代码行数:10,


示例12: HandleGameObject

    void HandleGameObject(uint64 guid, uint32 state)    {        Player *player = GetPlayerInMap();        if (!player || !guid)            return;        if (GameObject *go = GameObject::GetGameObject(*player,guid))            go->SetGoState(GOState(state));    }
开发者ID:Dolmero,项目名称:L4G_Core,代码行数:10,


示例13: SetData

    void SetData(uint32 type, uint32 data)    {        Player* player = GetPlayerInMap();        if (!player)        {            debug_log("BSCR: Instance Steamvault: SetData (Type: %u Data %u) cannot find any player.", type, data);            return;        }        switch (type)        {            case TYPE_HYDROMANCER_THESPIA:                if (data == SPECIAL)                {                    if (GameObject* _go = GameObject::GetGameObject(*player,AccessPanelHydro))                        _go->SetGoState(GO_STATE_ACTIVE);                    if (GetData(TYPE_MEKGINEER_STEAMRIGGER) == SPECIAL)                    {                        if (GameObject* _go = GameObject::GetGameObject(*player,MainChambersDoor))                            _go->SetGoState(GO_STATE_ACTIVE);                    }                    debug_log("BSCR: Instance Steamvault: Access panel used.");                }                Encounter[0] = data;                break;            case TYPE_MEKGINEER_STEAMRIGGER:                if (data == SPECIAL)                {                    if (GameObject* _go = GameObject::GetGameObject(*player,AccessPanelMek))                        _go->SetGoState(GO_STATE_ACTIVE);                    if (GetData(TYPE_HYDROMANCER_THESPIA) == SPECIAL)                    {                     if (GameObject* _go = GameObject::GetGameObject(*player,MainChambersDoor))                      _go->SetGoState(GO_STATE_ACTIVE);                    }                    debug_log("BSCR: Instance Steamvault: Access panel used.");                }                Encounter[1] = data;                break;            case TYPE_WARLORD_KALITHRESH:                Encounter[2] = data;                break;            case TYPE_DISTILLER:                Encounter[3] = data;                break;        }        if (data == DONE || data == SPECIAL)            SaveToDB();    }
开发者ID:morno,项目名称:blizzlikecore,代码行数:53,


示例14: GetPlayerInMap

void instance_ruins_of_ahnqiraj::DoSapwnAndorovIfCan(){    if (GetSingleCreatureFromStorage(NPC_GENERAL_ANDOROV))        return;    Player* pPlayer = GetPlayerInMap();    if (!pPlayer)        return;    for (uint8 i = 0; i < MAX_HELPERS; ++i)        pPlayer->SummonCreature(aAndorovSpawnLocs[i].m_uiEntry, aAndorovSpawnLocs[i].m_fX, aAndorovSpawnLocs[i].m_fY, aAndorovSpawnLocs[i].m_fZ, aAndorovSpawnLocs[i].m_fO, TEMPSUMMON_DEAD_DESPAWN, 0);}
开发者ID:Atari007,项目名称:scripts,代码行数:12,


示例15: GetPlayerInMap

void instance_ruins_of_ahnqiraj::DoSapwnAndorovIfCan(){    if (GetSingleCreatureFromStorage(NPC_GENERAL_ANDOROV))        return;    Player* pPlayer = GetPlayerInMap();    if (!pPlayer)        return;    for (const auto& aAndorovSpawnLoc : aAndorovSpawnLocs)        pPlayer->SummonCreature(aAndorovSpawnLoc.m_uiEntry, aAndorovSpawnLoc.m_fX, aAndorovSpawnLoc.m_fY, aAndorovSpawnLoc.m_fZ, aAndorovSpawnLoc.m_fO, TEMPSPAWN_DEAD_DESPAWN, 0);}
开发者ID:Ghaster,项目名称:mangos-classic,代码行数:12,


示例16: HandleGameObject

    void HandleGameObject(uint64 guid, uint32 state)    {        Player *player = GetPlayerInMap();        if (!player || !guid)        {            debug_log("SD2: Instance Razorfen Kraul: HandleGameObject fail");            return;        }        if (GameObject *go = GameObject::GetGameObject(*player,guid))            go->SetGoState(GOState(state));    }
开发者ID:Dolmero,项目名称:L4G_Core,代码行数:13,


示例17: GetInstancePosition

void instance_culling_of_stratholme::DoSpawnArthasIfNeeded(){    Creature* pArthas = instance->GetCreature(m_uiArthasGUID);    if (pArthas && pArthas->isAlive())        return;    uint8 uiPosition = GetInstancePosition();    if (uiPosition && uiPosition <= MAX_ARTHAS_SPAWN_POS)	{        if (Player* pPlayer = GetPlayerInMap())            pPlayer->SummonCreature(NPC_ARTHAS, m_aArthasSpawnLocs[uiPosition-1].m_fX, m_aArthasSpawnLocs[uiPosition-1].m_fY, m_aArthasSpawnLocs[uiPosition-1].m_fZ, m_aArthasSpawnLocs[uiPosition-1].m_fO, TEMPSUMMON_CORPSE_TIMED_DESPAWN, 10000);	}}
开发者ID:Dkocir,项目名称:ScriptDev2_2010,代码行数:13,


示例18: HandleGameObject

    void HandleGameObject(uint64 guid, uint32 state)    {        Player *player = GetPlayerInMap();        if (!player || !guid)        {            debug_log("TSCR: Shadow Labyrinth: HandleGameObject fail");            return;        }        if (GameObject *go = GameObject::GetGameObject(*player,guid))            go->SetGoState(state);    }
开发者ID:Bootz,项目名称:TC-One,代码行数:13,


示例19: DoSpawnAkamaIfCan

void instance_black_temple::DoSpawnAkamaIfCan(){    if (GetData(TYPE_ILLIDAN) == DONE || GetData(TYPE_COUNCIL) != DONE)        return;    // If already spawned return    if (GetSingleCreatureFromStorage(NPC_AKAMA, true))        return;    // Summon Akama after the council has been defeated    if (Player* pPlayer = GetPlayerInMap())        pPlayer->SummonCreature(NPC_AKAMA, 617.754f, 307.768f, 271.735f, 6.197f, TEMPSUMMON_DEAD_DESPAWN, 0);}
开发者ID:Ankso,项目名称:scriptdev2-tbc,代码行数:13,


示例20: DoCallNextDwarf

void instance_blackrock_depths::DoCallNextDwarf(){    if (Creature* pDwarf = GetSingleCreatureFromStorage(aTombDwarfes[m_uiDwarfRound]))    {        if (Player* pPlayer = GetPlayerInMap())        {            pDwarf->SetFactionTemporary(FACTION_DWARF_HOSTILE, TEMPFACTION_RESTORE_RESPAWN | TEMPFACTION_RESTORE_REACH_HOME);            pDwarf->AI()->AttackStart(pPlayer);        }    }    m_uiDwarfFightTimer = 30000;    ++m_uiDwarfRound;}
开发者ID:Hammerdrinker,项目名称:scripts,代码行数:13,


示例21: GetPlayerInMap

void worldmap_eastern_kingdoms::DoSummonFlightMasterIfCan(){    Player* pPlayer = GetPlayerInMap();    if (!pPlayer)        return;    // return if already summoned    if (m_uiFlightMasterGUID)        return;    // summon the flightmaster    if (Creature* pFlightMaster = pPlayer->SummonCreature(NPC_SPECTRAL_FLIGHTMASTER, m_aPlaguelandFlightmasterSpawnLocs[0].m_fX, m_aPlaguelandFlightmasterSpawnLocs[0].m_fY, m_aPlaguelandFlightmasterSpawnLocs[0].m_fZ, m_aPlaguelandFlightmasterSpawnLocs[0].m_fO, TEMPSUMMON_MANUAL_DESPAWN, 0))        m_uiFlightMasterGUID = pFlightMaster->GetGUID();}
开发者ID:alikoth,项目名称:easy-scriptdev2,代码行数:14,


示例22: GetPlayerInMap

// Spawn the friendly keepers in the central chambervoid instance_ulduar::SpawnFriendlyKeeper(uint32 uiWho){    Player* pPlayer = GetPlayerInMap();    if (!pPlayer)        return;    switch (uiWho)    {        case NPC_KEEPER_MIMIRON: pPlayer->SummonCreature(uiWho, m_aKeepersSpawnLocs[1].fX, m_aKeepersSpawnLocs[1].fY, m_aKeepersSpawnLocs[1].fZ, m_aKeepersSpawnLocs[1].fO, TEMPSUMMON_CORPSE_DESPAWN, 0, true); break;        case NPC_KEEPER_HODIR:   pPlayer->SummonCreature(uiWho, m_aKeepersSpawnLocs[2].fX, m_aKeepersSpawnLocs[2].fY, m_aKeepersSpawnLocs[2].fZ, m_aKeepersSpawnLocs[2].fO, TEMPSUMMON_CORPSE_DESPAWN, 0, true); break;        case NPC_KEEPER_THORIM:  pPlayer->SummonCreature(uiWho, m_aKeepersSpawnLocs[3].fX, m_aKeepersSpawnLocs[3].fY, m_aKeepersSpawnLocs[3].fZ, m_aKeepersSpawnLocs[3].fO, TEMPSUMMON_CORPSE_DESPAWN, 0, true); break;        case NPC_KEEPER_FREYA:   pPlayer->SummonCreature(uiWho, m_aKeepersSpawnLocs[0].fX, m_aKeepersSpawnLocs[0].fY, m_aKeepersSpawnLocs[0].fZ, m_aKeepersSpawnLocs[0].fO, TEMPSUMMON_CORPSE_DESPAWN, 0, true); break;    }}
开发者ID:wowfactory,项目名称:scriptdev2,代码行数:15,


示例23: GetPlayerInMap

// Spawn the friendly keepers in the central chambervoid instance_ulduar::SpawnFriendlyKeeper(uint32 uiWho){    Player* pPlayer = GetPlayerInMap();    if (!pPlayer)        return;    switch(uiWho)    {        case NPC_MIMIRON_IMAGE: pPlayer->SummonCreature(NPC_MIMIRON_IMAGE, m_aKeepersSpawnLocs[1].m_fX, m_aKeepersSpawnLocs[1].m_fY, m_aKeepersSpawnLocs[1].m_fZ, m_aKeepersSpawnLocs[1].m_fO, TEMPSUMMON_CORPSE_TIMED_DESPAWN, 10000); break;        case NPC_HODIR_IMAGE:   pPlayer->SummonCreature(NPC_HODIR_IMAGE,   m_aKeepersSpawnLocs[2].m_fX, m_aKeepersSpawnLocs[2].m_fY, m_aKeepersSpawnLocs[2].m_fZ, m_aKeepersSpawnLocs[2].m_fO, TEMPSUMMON_CORPSE_TIMED_DESPAWN, 10000); break;        case NPC_THORIM_IMAGE:  pPlayer->SummonCreature(NPC_THORIM_IMAGE,  m_aKeepersSpawnLocs[3].m_fX, m_aKeepersSpawnLocs[3].m_fY, m_aKeepersSpawnLocs[3].m_fZ, m_aKeepersSpawnLocs[3].m_fO, TEMPSUMMON_CORPSE_TIMED_DESPAWN, 10000); break;        case NPC_FREYA_IMAGE:   pPlayer->SummonCreature(NPC_FREYA_IMAGE,   m_aKeepersSpawnLocs[0].m_fX, m_aKeepersSpawnLocs[0].m_fY, m_aKeepersSpawnLocs[0].m_fZ, m_aKeepersSpawnLocs[0].m_fO, TEMPSUMMON_CORPSE_TIMED_DESPAWN, 10000); break;    }}
开发者ID:Cluckyx,项目名称:scriptdev2,代码行数:15,


示例24: DoSpawnArchimonde

void instance_mount_hyjal::DoSpawnArchimonde(){    // Don't spawn if already killed    if (GetData(TYPE_ARCHIMONDE) == DONE)        return;    // Don't spawn him twice    if (GetSingleCreatureFromStorage(NPC_ARCHIMONDE, true))        return;    // Summon Archimonde    if (Player* pPlayer = GetPlayerInMap())        pPlayer->SummonCreature(NPC_ARCHIMONDE, aArchimondeSpawnLoc[0], aArchimondeSpawnLoc[1], aArchimondeSpawnLoc[2], aArchimondeSpawnLoc[3], TEMPSUMMON_DEAD_DESPAWN, 0);}
开发者ID:Naincapable,项目名称:scriptdev2,代码行数:14,


示例25: GetGuidData

 ObjectGuid GetGuidData(uint32 id) const override {     switch (id)     {         case DATA_PLAYER_GUID:         {             Player const* target = GetPlayerInMap();             return target ? target->GetGUID() : ObjectGuid::Empty;         }         default:             break;     }     return ObjectGuid::Empty; }
开发者ID:Refuge89,项目名称:TrinityCore,代码行数:14,


示例26: GetData64

 uint64 GetData64(uint32 id) {     switch (id)     {     case DATA_ORB_OF_THE_BLUE_DRAGONFLIGHT_1:         return DragonOrb[0];     case DATA_ORB_OF_THE_BLUE_DRAGONFLIGHT_2:         return DragonOrb[1];     case DATA_ORB_OF_THE_BLUE_DRAGONFLIGHT_3:         return DragonOrb[2];     case DATA_ORB_OF_THE_BLUE_DRAGONFLIGHT_4:         return DragonOrb[3];     case DATA_KALECGOS_DRAGON:         return Kalecgos_Dragon;     case DATA_KALECGOS_HUMAN:         return Kalecgos_Human;     case DATA_SATHROVARR:         return Sathrovarr;     case DATA_GO_FORCEFIELD:         return ForceField;     case DATA_BRUTALLUS:         return Brutallus;     case DATA_MADRIGOSA:         return Madrigosa;     case DATA_FELMYST:         return Felmyst;     case DATA_ALYTHESS:         return Alythess;     case DATA_SACROLASH:         return Sacrolash;     case DATA_MURU:         return Muru;     case DATA_KILJAEDEN:         return KilJaeden;     case DATA_KILJAEDEN_CONTROLLER:         return KilJaedenController;     case DATA_ANVEENA:         return Anveena;     case DATA_KALECGOS_KJ:         return KalecgosKJ;     case DATA_PLAYER_GUID:         if (Player* Target = GetPlayerInMap())             return Target->GetGUID();         else             return 0;     }     return 0; }
开发者ID:Adeer,项目名称:OregonCore,代码行数:48,


示例27: GetPlayerInMap

void instance_ruins_of_ahnqiraj::DoSapwnAndorovIfCan(){    // The npc is also a vendor so always spawn after kurinnaxx    if (m_auiEncounter[TYPE_KURINNAXX] != DONE)        return;    if (GetSingleCreatureFromStorage(NPC_GENERAL_ANDOROV))        return;    Player* pPlayer = GetPlayerInMap();    if (!pPlayer)        return;    for (uint8 i = 0; i < MAX_HELPERS; i++)        pPlayer->SummonCreature(aAndorovSpawnLocs[i].m_uiEntry, aAndorovSpawnLocs[i].m_fX, aAndorovSpawnLocs[i].m_fY, aAndorovSpawnLocs[i].m_fZ, aAndorovSpawnLocs[i].m_fO, TEMPSUMMON_DEAD_DESPAWN, 0);}
开发者ID:mynew3,项目名称:scriptdev0,代码行数:16,



注:本文中的GetPlayerInMap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++ GetPlayerInfo函数代码示例
C++ GetPlayerGUID函数代码示例
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