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自学教程:C++ GetTarget函数代码示例

51自学网 2021-06-01 21:15:54
  C++
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: GetTarget

Tracking::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: switch

void 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: IGetTargetDrawInterface

void    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。


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