本文整理汇总了C++中GetDynamicObject函数的典型用法代码示例。如果您正苦于以下问题:C++ GetDynamicObject函数的具体用法?C++ GetDynamicObject怎么用?C++ GetDynamicObject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GetDynamicObject函数的5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: switch
Object* ObjectAccessor::GetObjectByTypeMask(WorldObject const& p, uint64 guid, uint32 typemask)
{
switch (GUID_HIPART(guid))
{
case HIGHGUID_ITEM:
if (typemask & TYPEMASK_ITEM && p.GetTypeId() == TYPEID_PLAYER)
return ((Player const&)p).GetItemByGuid(guid);
break;
case HIGHGUID_PLAYER:
if (typemask & TYPEMASK_PLAYER)
return GetPlayer(p, guid);
break;
case HIGHGUID_TRANSPORT:
case HIGHGUID_MO_TRANSPORT:
case HIGHGUID_GAMEOBJECT:
if (typemask & TYPEMASK_GAMEOBJECT)
return GetGameObject(p, guid);
break;
case HIGHGUID_UNIT:
case HIGHGUID_PET:
if (typemask & TYPEMASK_UNIT)
return GetPet(p, guid);
break;
case HIGHGUID_DYNAMICOBJECT:
if (typemask & TYPEMASK_DYNAMICOBJECT)
return GetDynamicObject(p, guid);
break;
case HIGHGUID_CORPSE:
break;
}
return NULL;
}
示例2: switch
WorldObject* ObjectAccessor::GetWorldObject(WorldObject const& p, uint64 guid)
{
switch (GUID_HIPART(guid))
{
case HIGHGUID_PLAYER:
return GetPlayer(p, guid);
case HIGHGUID_TRANSPORT:
case HIGHGUID_MO_TRANSPORT:
case HIGHGUID_GAMEOBJECT:
return GetGameObject(p, guid);
case HIGHGUID_VEHICLE:
case HIGHGUID_UNIT:
return GetCreature(p, guid);
case HIGHGUID_PET:
return GetPet(p, guid);
case HIGHGUID_DYNAMICOBJECT:
return GetDynamicObject(p, guid);
case HIGHGUID_AREATRIGGER:
return GetAreaTrigger(p, guid);
case HIGHGUID_CORPSE:
return GetCorpse(p, guid);
default:
return NULL;
}
}
示例3: switch
Object* MapMgr::_GetObject(const uint64 & guid)
{
if(!guid)
return NULL;
switch(GET_TYPE_FROM_GUID(guid))
{
case HIGHGUID_TYPE_GAMEOBJECT:
return GetGameObject(GET_LOWGUID_PART(guid));
break;
case HIGHGUID_TYPE_UNIT:
case HIGHGUID_TYPE_VEHICLE:
return GetCreature(GET_LOWGUID_PART(guid));
break;
case HIGHGUID_TYPE_DYNAMICOBJECT:
return GetDynamicObject((uint32)guid);
break;
case HIGHGUID_TYPE_TRANSPORTER:
return objmgr.GetTransporter(Arcemu::Util::GUID_LOPART(guid));
break;
default:
return GetUnit(guid);
break;
}
}
示例4: switch
WorldObject* ObjectAccessor::GetWorldObject(WorldObject const& p, ObjectGuid const& guid)
{
switch (guid.GetHigh())
{
case HighGuid::Player: return GetPlayer(p, guid);
case HighGuid::Transport:
case HighGuid::GameObject: return GetGameObject(p, guid);
case HighGuid::Vehicle:
case HighGuid::Creature: return GetCreature(p, guid);
case HighGuid::Pet: return GetPet(p, guid);
case HighGuid::DynamicObject: return GetDynamicObject(p, guid);
case HighGuid::AreaTrigger: return GetAreaTrigger(p, guid);
case HighGuid::Corpse: return GetCorpse(p, guid);
default: return nullptr;
}
}
示例5: switch
WorldObject* ObjectAccessor::GetWorldObject(WorldObject const& p, ObjectGuid guid)
{
switch (guid.GetHigh())
{
case HIGHGUID_PLAYER: return GetPlayer(p, guid);
case HIGHGUID_TRANSPORT:
case HIGHGUID_MO_TRANSPORT:
case HIGHGUID_GAMEOBJECT: return GetGameObject(p, guid);
case HIGHGUID_VEHICLE:
case HIGHGUID_UNIT: return GetCreature(p, guid);
case HIGHGUID_PET: return GetPet(p, guid);
case HIGHGUID_DYNAMICOBJECT: return GetDynamicObject(p, guid);
case HIGHGUID_CORPSE: return GetCorpse(p, guid);
default: return NULL;
}
}