本文整理汇总了C++中AddDoor函数的典型用法代码示例。如果您正苦于以下问题:C++ AddDoor函数的具体用法?C++ AddDoor怎么用?C++ AddDoor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AddDoor函数的15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,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: OnGameObjectCreate
void OnGameObjectCreate(GameObject* go) override
{
switch (go->GetEntry())
{
case GO_FORCE_FIELD:
case GO_BOSS_COLLISION_1:
case GO_BOSS_COLLISION_2:
case GO_FIRE_BARRIER:
case GO_MURUS_GATE_1:
case GO_MURUS_GATE_2:
AddDoor(go, true);
break;
default:
break;
}
}
示例2: OnGameObjectCreate
void OnGameObjectCreate(GameObject* go)
{
switch (go->GetEntry())
{
// Generic doors
case GOB_ANTECHAMBER_DOOR_ENTRANCE:
case GOB_ANTECHAMBER_DOOR_EXIT:
case GOB_ATRIUM_DOOR_ENTRANCE:
case GOB_ATRIUM_DOOR_EXIT:
AddDoor(go, true);
break;
// Specific doors
case GOB_ORATIUM_DOOR_ENTRANCE:
AddDoor(go, true);
zorlokEntranceDoorGuid = go->GetGUID();
break;
case GOB_QUARTERS_DOOR_ENTRANCE:
AddDoor(go, true);
tayakEntranceDoorGuid = go->GetGUID();
break;
case GOB_QUARTERS_DOOR_EXIT:
AddDoor(go, true);
tayakExitDoorGuid = go->GetGUID();
break;
case GOB_STAIRWAYS_DOOR_EXIT:
AddDoor(go, true);
garalonEntranceDoorGuid = go->GetGUID();
break;
case GOB_BALCONY_DOOR_EXIT:
AddDoor(go, true);
meljarakExitDoorGuid = go->GetGUID();
break;
case GOB_SANCTUM_DOOR_ENTRANCE:
AddDoor(go, true);
unsokEntranceDoorGuid = go->GetGUID();
break;
case GOB_HEARTOFFEAR_DOOR_ENTRANCE:
AddDoor(go, true);
shekzeerEntranceDoorGuid = go->GetGUID();
break;
default:
break;
}
}
示例3: OnGameObjectCreate
void OnGameObjectCreate(GameObject* go)
{
switch (go->GetEntry())
{
case GO_STRANGE_GONG:
StrangeGongGUID = go->GetGUID();
break;
case GO_MASSIVE_GATE:
MasiveGateGUID = go->GetGUID();
AddDoor(go, true);
if (ZulAmanState != NOT_STARTED)
go->SetGoState(GO_STATE_ACTIVE);
break;
default:
break;
}
}
示例4: OnGameObjectRemove
void OnGameObjectRemove(GameObject* gameObject)
{
switch (gameObject->GetEntry())
{
case GO_LEVIATHAN_DOOR:
case GO_XT_002_DOOR:
case GO_DOODAD_UL_SIGILDOOR_03:
case GO_DOODAD_UL_UNIVERSEFLOOR_01:
case GO_DOODAD_UL_UNIVERSEFLOOR_02:
case GO_DOODAD_UL_UNIVERSEGLOBE01:
case GO_DOODAD_UL_ULDUAR_TRAPDOOR_03:
AddDoor(gameObject, false);
break;
default:
break;
}
}
示例5: OnGameObjectCreate
void OnGameObjectCreate(GameObject* go) override
{
switch (go->GetEntry())
{
case GO_PRISON_DOOR_04:
PrisonDoor4GUID = go->GetGUID();
// no break
case GO_PRISON_DOOR_01:
case GO_PRISON_DOOR_02:
case GO_PRISON_DOOR_03:
case GO_PRISON_DOOR_05:
case GO_SUMMON_DOOR:
AddDoor(go, true);
break;
case GO_BROGGOK_LEVER:
BroggokLeverGUID = go->GetGUID();
break;
case GO_PRISON_CELL_DOOR_1:
PrisonCellGUIDs[DATA_PRISON_CELL1 - DATA_PRISON_CELL1] = go->GetGUID();
break;
case GO_PRISON_CELL_DOOR_2:
PrisonCellGUIDs[DATA_PRISON_CELL2 - DATA_PRISON_CELL1] = go->GetGUID();
break;
case GO_PRISON_CELL_DOOR_3:
PrisonCellGUIDs[DATA_PRISON_CELL3 - DATA_PRISON_CELL1] = go->GetGUID();
break;
case GO_PRISON_CELL_DOOR_4:
PrisonCellGUIDs[DATA_PRISON_CELL4 - DATA_PRISON_CELL1] = go->GetGUID();
break;
case GO_PRISON_CELL_DOOR_5:
PrisonCellGUIDs[DATA_PRISON_CELL5 - DATA_PRISON_CELL1] = go->GetGUID();
break;
case GO_PRISON_CELL_DOOR_6:
PrisonCellGUIDs[DATA_PRISON_CELL6 - DATA_PRISON_CELL1] = go->GetGUID();
break;
case GO_PRISON_CELL_DOOR_7:
PrisonCellGUIDs[DATA_PRISON_CELL7 - DATA_PRISON_CELL1] = go->GetGUID();
break;
case GO_PRISON_CELL_DOOR_8:
PrisonCellGUIDs[DATA_PRISON_CELL8 - DATA_PRISON_CELL1] = go->GetGUID();
break;
default:
break;
}
}
示例6: OnGameObjectCreate
void OnGameObjectCreate(GameObject* go)
{
switch (go->GetEntry())
{
case GO_LADY_VASHJ_BRIDGE_CONSOLE:
case GO_COILFANG_BRIDGE1:
case GO_COILFANG_BRIDGE2:
case GO_COILFANG_BRIDGE3:
AddDoor(go, true);
break;
case GO_SHIELD_GENERATOR1:
case GO_SHIELD_GENERATOR2:
case GO_SHIELD_GENERATOR3:
case GO_SHIELD_GENERATOR4:
ShieldGeneratorGUID[go->GetEntry()-GO_SHIELD_GENERATOR1] = go->GetGUID();
break;
}
}
示例7: OnGameObjectCreate
void OnGameObjectCreate(GameObject* go) override
{
switch (go->GetEntry())
{
case GO_FORCEFIELD:
AddDoor(go, true);
break;
case GO_GONG_OF_BETHEKK:
_goGongOfBethekkGUID = go->GetGUID();
if (GetBossState(DATA_ARLOKK) == DONE)
go->SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_NOT_SELECTABLE);
else
go->RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_NOT_SELECTABLE);
break;
default:
break;
}
}
示例8: OnGameObjectCreate
void OnGameObjectCreate(GameObject* go)
{
if (go->GetGOInfo()->displayId == 6785 || go->GetGOInfo()->displayId == 1287)
{
uint32 section = GetEruptionSection(go->GetPositionX(), go->GetPositionY());
heiganEruptionGUID[section].insert(go->GetGUID());
return;
}
switch (go->GetEntry())
{
case GO_GOTHIK_GATE:
gothikGateGUID = go->GetGUID();
go->SetGoState(gothikDoorState);
break;
case GO_HORSEMEN_CHEST:
horsemenChestGUID = go->GetGUID();
break;
case GO_HORSEMEN_CHEST_HERO:
horsemenChestGUID = go->GetGUID();
break;
case GO_KELTHUZAD_PORTAL01:
portalsGUID[0] = go->GetGUID();
break;
case GO_KELTHUZAD_PORTAL02:
portalsGUID[1] = go->GetGUID();
break;
case GO_KELTHUZAD_PORTAL03:
portalsGUID[2] = go->GetGUID();
break;
case GO_KELTHUZAD_PORTAL04:
portalsGUID[3] = go->GetGUID();
break;
case GO_KELTHUZAD_TRIGGER:
kelthuzadTriggerGUID = go->GetGUID();
break;
default:
break;
}
AddDoor(go, true);
}
示例9: OnGameObjectCreate
void OnGameObjectCreate(GameObject* go)
{
switch (go->GetEntry())
{
case GO_FACTORY_DOOR:
m_ListOfGUID[DATA_FACTORY_DOOR] = go->GetGUID();
AddDoor(go, true);
break;
case GO_FACTORY_DOOR_LEVER:
m_ListOfGUID[DATA_FACTORY_DOOR_LEVER] = go->GetGUID();
break;
case GO_HEAVY_DOOR2:
AddDoor(go, true);
m_ListOfGUID[DATA_HEAVY_DOOR2] = go->GetGUID();
break;
case GO_MASTROOM_DOOR:
AddDoor(go, true);
m_ListOfGUID[DATA_MASTROOM_DOOR] = go->GetGUID();
break;
case GO_MASTROOM_DOOR_LEVER:
m_ListOfGUID[DATA_MASTROOM_DOOR_LEVER] = go->GetGUID();
break;
case GO_HEAVY_DOOR4:
AddDoor(go, true);
m_ListOfGUID[DATA_HEAVY_DOOR4] = go->GetGUID();
break;
case GO_FOUNDRY_DOOR:
m_ListOfGUID[DATA_FOUNDRY_DOOR] = go->GetGUID();
AddDoor(go, true);
break;
case GO_FOUNDRY_DOOR_LEVER:
m_ListOfGUID[DATA_FOUNDRY_DOOR_LEVER] = go->GetGUID();
break;
case GO_IRONCLAD_DOOR:
m_ListOfGUID[DATA_IRONCLAD_DOOR] = go->GetGUID();
AddDoor(go, true);
break;
case GO_IRONCLAD_DOOR_LEVER:
m_ListOfGUID[DATA_IRONCLAD_DOOR_LEVER] = go->GetGUID();
break;
case GO_DEFIAS_CANNON:
m_ListOfGUID[DATA_DEFIAS_CANNON] = go->GetGUID();
break;
case GO_MR_SMITE_CHEST:
m_ListOfGUID[DATA_MR_SMITE_CHEST] = go->GetGUID();
break;
}
if (!m_SpecialNpcSpawned)
m_LoadingInstanceTimer = 3000;
}
示例10: OnGameObjectCreate
void OnGameObjectCreate(GameObject* go) override
{
switch (go->GetEntry())
{
case GO_FIRE_FIELD:
AddDoor(go, true);
break;
case GO_FLAME_WALLS:
FlameWallsGUID = go->GetGUID();
if (GetBossState(DATA_SAVIANA_RAGEFIRE) == DONE && GetBossState(DATA_BALTHARUS_THE_WARBORN) == DONE)
HandleGameObject(FlameWallsGUID, true, go);
break;
case GO_FLAME_RING:
FlameRingGUID = go->GetGUID();
break;
case GO_TWILIGHT_FLAME_RING:
TwilightFlameRingGUID = go->GetGUID();
break;
case GO_BURNING_TREE_1:
BurningTreeGUID[0] = go->GetGUID();
if (GetBossState(DATA_GENERAL_ZARITHRIAN) == DONE)
HandleGameObject(BurningTreeGUID[0], true);
break;
case GO_BURNING_TREE_2:
BurningTreeGUID[1] = go->GetGUID();
if (GetBossState(DATA_GENERAL_ZARITHRIAN) == DONE)
HandleGameObject(BurningTreeGUID[1], true);
break;
case GO_BURNING_TREE_3:
BurningTreeGUID[2] = go->GetGUID();
if (GetBossState(DATA_GENERAL_ZARITHRIAN) == DONE)
HandleGameObject(BurningTreeGUID[2], true);
break;
case GO_BURNING_TREE_4:
BurningTreeGUID[3] = go->GetGUID();
if (GetBossState(DATA_GENERAL_ZARITHRIAN) == DONE)
HandleGameObject(BurningTreeGUID[3], true);
break;
default:
break;
}
}
示例11: OnGameObjectRemove
void OnGameObjectRemove(GameObject* go) override
{
switch (go->GetEntry())
{
case GO_NAJENTUS_GATE:
case GO_SUPREMUS_GATE:
case GO_SHADE_OF_AKAMA_DOOR:
case GO_TERON_DOOR_1:
case GO_TERON_DOOR_2:
case GO_GURTOGG_DOOR:
case GO_TEMPLE_DOOR:
case GO_MOTHER_SHAHRAZ_DOOR:
case GO_COUNCIL_DOOR_1:
case GO_COUNCIL_DOOR_2:
AddDoor(go, false);
break;
default:
break;
}
}
示例12: OnGameObjectRemove
void OnGameObjectRemove(GameObject* go)
{
switch (go->GetEntry())
{
case GO_MAGTHERIDON_DOORS:
AddDoor(go, false);
break;
case GO_MANTICRON_CUBE:
_cubesSet.erase(go->GetGUID());
break;
case GO_MAGTHERIDON_HALL:
case GO_MAGTHERIDON_COLUMN0:
case GO_MAGTHERIDON_COLUMN1:
case GO_MAGTHERIDON_COLUMN2:
case GO_MAGTHERIDON_COLUMN3:
case GO_MAGTHERIDON_COLUMN4:
case GO_MAGTHERIDON_COLUMN5:
_columnSet.erase(go->GetGUID());
break;
}
}
示例13: OnGameObjectCreate
void OnGameObjectCreate(GameObject* go) override
{
switch (go->GetEntry())
{
case GO_UTGARDE_MIRROR:
UtgardeMirrorGUID = go->GetGUID();
break;
case GO_GORTOK_PALEHOOF_SPHERE:
GortokPalehoofSphereGUID = go->GetGUID();
if (GetBossState(DATA_GORTOK_PALEHOOF) == DONE)
{
HandleGameObject(ObjectGuid::Empty, true, go);
go->SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_NOT_SELECTABLE);
}
break;
case GO_SKADI_THE_RUTHLESS_DOOR:
case GO_KING_YMIRON_DOOR:
AddDoor(go, true);
break;
default:
break;
}
}
示例14: OnGameObjectCreate
void OnGameObjectCreate(GameObject* go) override
{
switch (go->GetEntry())
{
case GO_VEXALLUS_DOOR:
case GO_SELIN_DOOR:
case GO_SELIN_ENCOUNTER_DOOR:
case GO_DELRISSA_DOOR:
case GO_KAEL_DOOR:
AddDoor(go, true);
break;
case GO_KAEL_STATUE_1:
KaelStatue[0] = go->GetGUID();
break;
case GO_KAEL_STATUE_2:
KaelStatue[1] = go->GetGUID();
break;
case GO_ESCAPE_ORB:
EscapeOrbGUID = go->GetGUID();
break;
default:
break;
}
}
示例15: OnGameObjectCreate
void OnGameObjectCreate(GameObject* go) override
{
if (go->GetEntry() == GO_IKISS_DOOR)
AddDoor(go, true);
}