这篇教程C++ GetTarget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GetTarget函数的典型用法代码示例。如果您正苦于以下问题:C++ GetTarget函数的具体用法?C++ GetTarget怎么用?C++ GetTarget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GetTarget函数的21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: GetTargetTracking::Target VisionTablesFrisbeeAimer::GetMediumRightTarget() { return GetTarget("medium_right");}
开发者ID:MrWilson1,项目名称:skyline-robotics,代码行数:3,
示例2: HandleProc void HandleProc(AuraEffect const* aurEff, ProcEventInfo& /*eventInfo*/) { PreventDefaultAction(); GetTarget()->CastSpell(GetTarget(), SPELL_PRIEST_ITEM_EFFICIENCY, true, NULL, aurEff); }
开发者ID:GlassFace,项目名称:XC_CORE,代码行数:5,
示例3: HandleDummyTick void HandleDummyTick(AuraEffect const* aurEff) { GetTarget()->CastSpell((Unit*)NULL, aurEff->GetAmount(), true); }
开发者ID:Abrek,项目名称:My-WoDCore-6.x.x,代码行数:4,
示例4: OnApply void OnApply(AuraEffect const* /*aurEff*/, AuraEffectHandleModes /*mode*/) { if (Unit* target = GetTarget()) target->CastSpell(target, SPELL_JOKKUM_SUMMON, true); }
开发者ID:GlassFace,项目名称:LegacyCore_6.x.x,代码行数:5,
示例5: HandlePeriodic void HandlePeriodic(AuraEffect const* /* aurEff */) { if (++_counter == 5) GetTarget()->CastSpell((Unit*)NULL, SPELL_DESPAWN_RIFT, true); }
开发者ID:GlassFace,项目名称:LegacyCore_6.x.x,代码行数:5,
示例6: OnPeriodic void OnPeriodic(AuraEffect const* /*aurEff*/) { GetTarget()->RemoveAuraFromStack(GetId()); }
开发者ID:Zerothustra,项目名称:TrinityCore,代码行数:4,
示例7: OnApply void OnApply(AuraEffect const* /*aurEff*/, AuraEffectHandleModes /*mode*/) { GetTarget()->RemoveAura(SPELL_RAM_FATIGUE); }
开发者ID:Zerothustra,项目名称:TrinityCore,代码行数:4,
示例8: HandleProc void HandleProc(AuraEffect const* /*aurEff*/, ProcEventInfo& eventInfo) { PreventDefaultAction(); int32 damage = int32(CalculatePct(eventInfo.GetDamageInfo()->GetDamage(), 45)); GetTarget()->CastCustomSpell(SPELL_MIRRORED_SOUL_DAMAGE, SPELLVALUE_BASE_POINT0, damage, GetCaster(), true); }
开发者ID:redlaine,项目名称:InfinityCore-Ark,代码行数:6,
示例9: switchvoid CNPC_Hydra::RunTask( const Task_t *pTask ){ switch( pTask->iTask ) { case TASK_HYDRA_DEPLOY: { m_flHeadGoalInfluence = 1.0; float dist = (EyePosition() - m_vecHeadGoal).Length(); if (dist < m_idealSegmentLength) { TaskComplete(); } AimHeadInTravelDirection( 0.2 ); } break; case TASK_HYDRA_PREP_STAB: { int i; if (m_body.Count() < 2) { TaskFail( "hydra is too short to begin stab" ); return; } CBaseEntity *pTarget = GetTarget(); if (pTarget == NULL) { TaskFail( FAIL_NO_TARGET ); } if (pTarget->IsPlayer()) { m_vecTarget = pTarget->EyePosition( ); } else { m_vecTarget = pTarget->BodyTarget( EyePosition( ) ); } float distToTarget = (m_vecTarget - m_vecHeadGoal).Length(); float distToBase = (m_vecHeadGoal - GetAbsOrigin()).Length(); m_idealLength = distToTarget + distToBase * 0.5; if (m_idealLength > HYDRA_MAX_LENGTH) m_idealLength = HYDRA_MAX_LENGTH; if (distToTarget < 100.0) { m_vecTargetDir = (m_vecTarget - m_vecHeadGoal); VectorNormalize( m_vecTargetDir ); m_vecHeadGoal = m_vecHeadGoal - m_vecTargetDir * (100 - distToTarget) * 0.5; } else if (distToTarget > 200.0) { m_vecTargetDir = (m_vecTarget - m_vecHeadGoal); VectorNormalize( m_vecTargetDir ); m_vecHeadGoal = m_vecHeadGoal - m_vecTargetDir * (200.0 - distToTarget) * 0.5; } // face enemy m_vecTargetDir = (m_vecTarget - m_body[m_body.Count()-1].vecPos); VectorNormalize( m_vecTargetDir ); m_vecHeadDir = m_vecHeadDir * 0.6 + m_vecTargetDir * 0.4; VectorNormalize( m_vecHeadDir.GetForModify() ); // build tension towards strike time float influence = 1.0 - (m_flTaskEndTime - gpGlobals->curtime) / pTask->flTaskData; if (influence > 1) influence = 1.0; influence = influence * influence * influence; m_flHeadGoalInfluence = influence; // keep head segment straight i = m_body.Count() - 2; m_body[i].vecGoalPos = m_vecHeadGoal - m_vecHeadDir * m_body[i].flActualLength; m_body[i].flGoalInfluence = influence; // curve neck into spiral float distBackFromHead = m_body[i].flActualLength; Vector right, up; VectorVectors( m_vecHeadDir, right, up ); for (i = i - 1; i > 1 && distBackFromHead < distToTarget; i--) { distBackFromHead += m_body[i].flActualLength; float r = (distBackFromHead / 200) * 3.1415 * 2; // spiral Vector p0 = m_vecHeadGoal - m_vecHeadDir * distBackFromHead * 0.5 + cos( r ) * m_body[i].flActualLength * right + sin( r ) * m_body[i].flActualLength * up;//.........这里部分代码省略.........
开发者ID:xxauroraxx,项目名称:Source.Python,代码行数:101,
示例10: Absorb void Absorb(AuraEffect* /*aurEff*/, DamageInfo & dmgInfo, uint32 & /*absorbAmount*/) { if (Unit* owner = GetUnitOwner()) { if (dmgInfo.GetSpellInfo()) { if (uint32 poweringUp = sSpellMgr->GetSpellIdForDifficulty(SPELL_POWERING_UP, owner)) { if (urand(0, 99) < 5) GetTarget()->CastSpell(GetTarget(), spellId, true); // Twin Vortex part uint32 lightVortex = sSpellMgr->GetSpellIdForDifficulty(SPELL_LIGHT_VORTEX_DAMAGE, owner); uint32 darkVortex = sSpellMgr->GetSpellIdForDifficulty(SPELL_DARK_VORTEX_DAMAGE, owner); int32 stacksCount = int32(dmgInfo.GetSpellInfo()->Effects[EFFECT_0].CalcValue()) * 0.001 - 1; if (lightVortex && darkVortex && stacksCount) { if (dmgInfo.GetSpellInfo()->Id == darkVortex || dmgInfo.GetSpellInfo()->Id == lightVortex) { Aura* pAura = owner->GetAura(poweringUp); if (pAura) { pAura->ModStackAmount(stacksCount); owner->CastSpell(owner, poweringUp, true); } else { owner->CastSpell(owner, poweringUp, true); if (Aura* pTemp = owner->GetAura(poweringUp)) pTemp->ModStackAmount(stacksCount); } } } // Picking floating balls uint32 unleashedDark = sSpellMgr->GetSpellIdForDifficulty(SPELL_UNLEASHED_DARK, owner); uint32 unleashedLight = sSpellMgr->GetSpellIdForDifficulty(SPELL_UNLEASHED_LIGHT, owner); if (unleashedDark && unleashedLight) { if (dmgInfo.GetSpellInfo()->Id == unleashedDark || dmgInfo.GetSpellInfo()->Id == unleashedLight) { // need to do the things in this order, else players might have 100 charges of Powering Up without anything happening Aura* pAura = owner->GetAura(poweringUp); if (pAura) { // 2 lines together add the correct amount of buff stacks pAura->ModStackAmount(stacksCount); owner->CastSpell(owner, poweringUp, true); } else { owner->CastSpell(owner, poweringUp, true); if (Aura* pTemp = owner->GetAura(poweringUp)) pTemp->ModStackAmount(stacksCount); } } } } } } }
开发者ID:hamza77500,项目名称:TrinityCore,代码行数:63,
示例11: OnRemove void OnRemove(AuraEffect const* /*aurEff*/, AuraEffectHandleModes /*mode*/) { Unit* target = GetTarget(); target->CastSpell(target, SPELL_RAM_LEVEL_NEUTRAL, true); }
开发者ID:Zerothustra,项目名称:TrinityCore,代码行数:5,
示例12: OnApply void OnApply(constAuraEffectPtr /*aurEff*/, AuraEffectHandleModes /*mode*/) { Unit* target = GetTarget(); target->SetStandState(UNIT_STAND_STATE_SIT); target->CastSpell(target, SPELL_MEAL_PERIODIC, false); }
开发者ID:AwkwardDev,项目名称:SurgeCore-505,代码行数:6,
示例13: Absorb void Absorb(AuraEffect * /*aurEff*/, DamageInfo & dmgInfo, uint32 & absorbAmount) { // reduces all damage taken while Stunned in Cat Form if (GetTarget()->GetShapeshiftForm() == FORM_CAT && GetTarget()->GetUInt32Value(UNIT_FIELD_FLAGS) & (UNIT_FLAG_STUNNED) && GetTarget()->HasAuraWithMechanic(1<<MECHANIC_STUN)) absorbAmount = CalculatePctN(dmgInfo.GetDamage(), absorbPct); }
开发者ID:SingularityCore,项目名称:Singularity,代码行数:6,
示例14: HandleDummyTick void HandleDummyTick(AuraEffect const* aurEff) { GetCaster()->CastCustomSpell(SPELL_MARK_OF_THE_FACELESS_LEECH, SPELLVALUE_BASE_POINT1, aurEff->GetAmount(), GetTarget(), true); }
开发者ID:Firearm,项目名称:TrinityCore,代码行数:4,
示例15: OnRemove void OnRemove(AuraEffect const* /*aurEff*/, AuraEffectHandleModes /*mode*/) { if (GetTarget()->isAlive()) GetTarget()->CastSpell(GetTarget(), SPELL_SLAG_IMBUED, true); }
开发者ID:AlucardVoss,项目名称:Patchs,代码行数:5,
示例16: Absorb void Absorb(AuraEffect* /*aurEff*/, DamageInfo & dmgInfo, uint32 & absorbAmount) { // reduces all damage taken while stun, fear or silence if (GetTarget()->GetUInt32Value(UNIT_FIELD_FLAGS) & (UNIT_FLAG_FLEEING | UNIT_FLAG_SILENCED) || (GetTarget()->GetUInt32Value(UNIT_FIELD_FLAGS) & (UNIT_FLAG_STUNNED) && GetTarget()->HasAuraWithMechanic(1<<MECHANIC_STUN))) absorbAmount = CalculatePctN(dmgInfo.GetDamage(), absorbPct); }
开发者ID:Anubisss,项目名称:ngrealmd,代码行数:6,
示例17: IGetTargetDrawInterfacevoid pfGUIControlMod::UpdateBounds( hsMatrix44 *invXformMatrix, bool force ){ hsMatrix44 xformMatrix, projMatrix; hsPoint3 corners[ 8 ]; int i; if( ( !fBoundsValid || force ) && fDialog && GetTarget() ) { plDrawInterface *DI = IGetTargetDrawInterface( 0 ); if( DI == nil ) return; if( HasFlag( kBetterHitTesting ) ) { hsTArray<hsPoint3> scrnPoints; // Create a list of points to make a 2D convex hull from GetObjectPoints( GetTarget(), scrnPoints ); hsMatrix44 l2w = GetTarget()->GetLocalToWorld(); for( i = 0; i < scrnPoints.GetCount(); i++ ) { scrnPoints[ i ] = l2w * scrnPoints[ i ]; scrnPoints[ i ] = fDialog->WorldToScreenPoint( scrnPoints[ i ] ); } // Now create a convex hull from them, assuming the Zs are all the same int numPoints = scrnPoints.GetCount(); if( !CreateConvexHull( scrnPoints.AcquireArray(), numPoints ) ) return; // Copy & store. Also recalc our bounding box just for fun fBounds.MakeEmpty(); fBoundsPoints.SetCount( numPoints ); for( i = 0; i < numPoints; i++ ) { fBoundsPoints[ i ] = scrnPoints[ i ]; fBounds.Union( &fBoundsPoints[ i ] ); } } else { fBounds.MakeEmpty(); hsBounds3Ext worldBounds = DI->GetLocalBounds(); hsMatrix44 l2w = GetTarget()->GetLocalToWorld(); worldBounds.Transform( &l2w ); worldBounds.GetCorners( corners ); for( i = 0; i < 8; i++ ) { hsPoint3 scrnPt = fDialog->WorldToScreenPoint( corners[ i ] ); fBounds.Union( &scrnPt ); } } // Calc center Z// if( !fCenterValid ) {#if 0 corners[ 1 ] = GetTarget()->GetLocalToWorld().GetTranslate(); float w = corners[ 1 ].fX * fXformMatrix.fMap[3][0] + corners[ 1 ].fY * fXformMatrix.fMap[3][1] + corners[ 1 ].fZ * fXformMatrix.fMap[3][2] + 1.f * fXformMatrix.fMap[3][3]; corners[ 1 ] = fXformMatrix * corners[ 1 ]; corners[ 1 ].fX = ( ( corners[ 1 ].fX / corners[ 1 ].fZ ) + 1.f ) / 2.f; corners[ 1 ].fY = ( ( corners[ 1 ].fY / corners[ 1 ].fZ ) + 1.f ) / 2.f; fScreenCenter = corners[ 1 ];// fScreenCenter.fZ = w; corners[ 1 ] = GetTarget()->GetLocalToWorld().GetTranslate(); fDialog->WorldToScreenPoint( corners[ 1 ].fX, corners[ 1 ].fY, corners[ 1 ].fZ, fScreenCenter ); fCenterValid = true;#else corners[ 1 ] = GetTarget()->GetLocalToWorld().GetTranslate(); fScreenCenter = fDialog->WorldToScreenPoint( corners[ 1 ] ); corners[ 1 ] = fScreenCenter; fCenterValid = true;#endif } fScreenMinZ = fBounds.GetMins().fZ; // Manually change the bounds so we know the z ranges from at least -1 to 1, suitable for us testing against for clicks corners[ 0 ] = fBounds.GetCenter(); corners[ 0 ].fZ = -1.f; fBounds.Union( &corners[ 0 ] ); corners[ 0 ].fZ = 1.f; fBounds.Union( &corners[ 0 ] ); fBoundsValid = true; }}
开发者ID:Drakesinger,项目名称:Plasma,代码行数:97,
示例18: HandleExtraEffect void HandleExtraEffect(AuraEffect const* /*aurEff*/, AuraEffectHandleModes /*mode*/) { if (Unit* caster = GetCaster()) if (Creature* creCaster = caster->ToCreature()) CAST_AI(boss_ick::boss_ickAI, creCaster->AI())->_ResetThreat(GetTarget()); }
开发者ID:Kaitynlol,项目名称:ArcanumCore,代码行数:6,
示例19: CheckProc bool CheckProc(ProcEventInfo& /*eventInfo*/) { _procTarget = GetTarget()->GetOwner(); return _procTarget != nullptr; }
开发者ID:GlassFace,项目名称:XC_CORE,代码行数:5,
示例20: OnRemove void OnRemove(AuraEffect const* /*aurEff*/, AuraEffectHandleModes /*mode*/) { GetTarget()->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_TAUNT, false); GetTarget()->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_ATTACK_ME, false); }
开发者ID:Kaitynlol,项目名称:ArcanumCore,代码行数:5,
示例21: OnApply void OnApply(AuraEffect const* /*aurEff*/, AuraEffectHandleModes /*mode*/) { if (Unit* caster = GetCaster()) { int32 damage; switch (GetStackAmount()) { case 1: damage = 0; break; case 2: damage = 500; break; case 3: damage = 1000; break; case 4: damage = 1500; break; case 5: damage = 4000; break; case 6: damage = 12000; break; default: damage = 20000 + 1000 * (GetStackAmount() - 7); break; } if (damage) caster->CastCustomSpell(SPELL_MARK_DAMAGE, SPELLVALUE_BASE_POINT0, damage, GetTarget()); } }
开发者ID:sunshitwowsucks,项目名称:ArkCORE-NG,代码行数:33,
注:本文中的GetTarget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++ GetTargetApplication函数代码示例 C++ GetTalentSpellPos函数代码示例 |