当前位置: 首页>>代码示例>>C++>>正文


C++ HasEscortState函数代码示例

本文整理汇总了C++中HasEscortState函数的典型用法代码示例。如果您正苦于以下问题:C++ HasEscortState函数的具体用法?C++ HasEscortState怎么用?C++ HasEscortState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HasEscortState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: Reset

 void Reset() override
 {
     if (!HasEscortState(STATE_ESCORT_ESCORTING))
         m_creature->SetStandState(UNIT_STAND_STATE_KNEEL);
 }
开发者ID:Ccaz,项目名称:mangos-tbc,代码行数:5,代码来源:azuremyst_isle.cpp

示例2: UpdateAI

		void UpdateAI(const uint32 uiDiff) {
			npc_escortAI::UpdateAI(uiDiff);
			DoMeleeAttackIfReady();
			if (HasEscortState(STATE_ESCORT_ESCORTING))
				m_uiChatTimer = 6000;
		}
开发者ID:Bootz,项目名称:DeepshjirRepack,代码行数:6,代码来源:western_plaguelands.cpp

示例3: UpdateEscortAI

    void UpdateEscortAI(const uint32 uiDiff) override
    {
        if (!m_creature->SelectHostileTarget() || !m_creature->getVictim())
        {
            if (HasEscortState(STATE_ESCORT_PAUSED))
            {
                if (m_uiGlobalTimer < uiDiff)
                {
                    m_uiGlobalTimer = 5000;

                    switch (m_uiPhase)
                    {
                        case PHASE_INTRO:
                        {
                            switch (m_uiPhaseCounter)
                            {
                                case 0:
                                    if (Creature* pReethe = GetCreature(NPC_REETHE))
                                        DoScriptText(SAY_OGR_RET_SWEAR, pReethe);
                                    break;
                                case 1:
                                    DoScriptText(SAY_OGR_REPLY_RET, m_creature);
                                    break;
                                case 2:
                                    if (Creature* pReethe = GetCreature(NPC_REETHE))
                                        DoScriptText(SAY_OGR_RET_TAKEN, pReethe);
                                    break;
                                case 3:
                                    DoScriptText(SAY_OGR_TELL_FIRE, m_creature);
                                    if (Creature* pReethe = GetCreature(NPC_REETHE))
                                        DoScriptText(SAY_OGR_RET_NOCLOSER, pReethe);
                                    break;
                                case 4:
                                    if (Creature* pReethe = GetCreature(NPC_REETHE))
                                        DoScriptText(SAY_OGR_RET_NOFIRE, pReethe);
                                    break;
                                case 5:
                                    if (Creature* pReethe = GetCreature(NPC_REETHE))
                                        DoScriptText(SAY_OGR_RET_HEAR, pReethe);

                                    m_creature->SummonCreature(NPC_CALDWELL, m_afSpawn[0], m_afSpawn[1], m_afSpawn[2], 0.0f, TEMPSUMMON_TIMED_OOC_OR_DEAD_DESPAWN, 300000);
                                    m_creature->SummonCreature(NPC_HALLAN, m_afSpawn[0], m_afSpawn[1], m_afSpawn[2], 0.0f, TEMPSUMMON_TIMED_OOC_OR_DEAD_DESPAWN, 300000);
                                    m_creature->SummonCreature(NPC_SKIRMISHER, m_afSpawn[0], m_afSpawn[1], m_afSpawn[2], 0.0f, TEMPSUMMON_TIMED_OOC_OR_DEAD_DESPAWN, 300000);
                                    m_creature->SummonCreature(NPC_SKIRMISHER, m_afSpawn[0], m_afSpawn[1], m_afSpawn[2], 0.0f, TEMPSUMMON_TIMED_OOC_OR_DEAD_DESPAWN, 300000);

                                    m_uiPhase = PHASE_GUESTS;
                                    break;
                            }
                            break;
                        }
                        case PHASE_GUESTS:
                        {
                            switch (m_uiPhaseCounter)
                            {
                                case 6:
                                    if (Creature* pCaldwell = GetCreature(NPC_CALDWELL))
                                        DoScriptText(SAY_OGR_CAL_FOUND, pCaldwell);
                                    break;
                                case 7:
                                    if (Creature* pCaldwell = GetCreature(NPC_CALDWELL))
                                        DoScriptText(SAY_OGR_CAL_MERCY, pCaldwell);
                                    break;
                                case 8:
                                    if (Creature* pHallan = GetCreature(NPC_HALLAN))
                                    {
                                        DoScriptText(SAY_OGR_HALL_GLAD, pHallan);

                                        if (Creature* pReethe = GetCreature(NPC_REETHE))
                                            pHallan->CastSpell(pReethe, SPELL_FAKE_SHOT, TRIGGERED_NONE);
                                    }
                                    break;
                                case 9:
                                    if (Creature* pReethe = GetCreature(NPC_REETHE))
                                    {
                                        DoScriptText(EMOTE_OGR_RET_ARROW, pReethe);
                                        DoScriptText(SAY_OGR_RET_ARROW, pReethe);
                                    }
                                    break;
                                case 10:
                                    if (Creature* pCaldwell = GetCreature(NPC_CALDWELL))
                                        DoScriptText(SAY_OGR_CAL_CLEANUP, pCaldwell);

                                    DoScriptText(SAY_OGR_NODIE, m_creature);
                                    break;
                                case 11:
                                    DoStartAttackMe();
                                    m_uiPhase = PHASE_FIGHT;
                                    break;
                            }
                            break;
                        }
                        case PHASE_COMPLETE:
                        {
                            switch (m_uiPhaseCounter)
                            {
                                case 12:
                                    if (Player* pPlayer = GetPlayerForEscort())
                                        pPlayer->GroupEventHappens(QUEST_QUESTIONING, m_creature);

                                    DoScriptText(SAY_OGR_SURVIVE, m_creature);
//.........这里部分代码省略.........
开发者ID:tedvals,项目名称:portalclassic,代码行数:101,代码来源:dustwallow_marsh.cpp

示例4: JustEngagedWith

 void JustEngagedWith(Unit* who) override
 {
     if (HasEscortState(STATE_ESCORT_ESCORTING))
         Talk(SAY_ATTACKED, who);
 }
开发者ID:Refuge89,项目名称:TrinityCore,代码行数:5,代码来源:zone_swamp_of_sorrows.cpp

示例5: EnterCombat

 void EnterCombat(Unit* /*who*/)
 {
     if (HasEscortState(STATE_ESCORT_ESCORTING))
         DoScriptText(SAY_ELF_AGGRO, me);
 }
开发者ID:Exodius,项目名称:chuspi,代码行数:5,代码来源:hellfire_peninsula.cpp

示例6: TC_LOG_ERROR

/// @todo get rid of this many variables passed in function.
void npc_escortAI::Start(bool isActiveAttacker /* = true*/, bool run /* = false */, ObjectGuid playerGUID /* = 0 */, Quest const* quest /* = NULL */, bool instantRespawn /* = false */, bool canLoopPath /* = false */, bool resetWaypoints /* = true */)
{
    if (me->GetVictim())
    {
        TC_LOG_ERROR("misc", "TSCR ERROR: EscortAI (script: %s, creature entry: %u) attempts to Start while in combat", me->GetScriptName().c_str(), me->GetEntry());
        return;
    }

    if (HasEscortState(STATE_ESCORT_ESCORTING))
    {
        TC_LOG_ERROR("scripts", "EscortAI (script: %s, creature entry: %u) attempts to Start while already escorting", me->GetScriptName().c_str(), me->GetEntry());
        return;
    }

    if (!ScriptWP && resetWaypoints) // sd2 never adds wp in script, but tc does
    {
        if (!WaypointList.empty())
            WaypointList.clear();
        FillPointMovementListForCreature();
    }

    if (WaypointList.empty())
    {
        TC_LOG_ERROR("scripts", "EscortAI (script: %s, creature entry: %u) starts with 0 waypoints (possible missing entry in script_waypoint. Quest: %u).",
            me->GetScriptName().c_str(), me->GetEntry(), quest ? quest->GetQuestId() : 0);
        return;
    }

    //set variables
    m_bIsActiveAttacker = isActiveAttacker;
    m_bIsRunning = run;

    m_uiPlayerGUID = playerGUID;
    m_pQuestForEscort = quest;

    m_bCanInstantRespawn = instantRespawn;
    m_bCanReturnToStart = canLoopPath;

    if (m_bCanReturnToStart && m_bCanInstantRespawn)
        TC_LOG_DEBUG("scripts", "EscortAI is set to return home after waypoint end and instant respawn at waypoint end. Creature will never despawn.");

    if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == WAYPOINT_MOTION_TYPE)
    {
        me->GetMotionMaster()->MovementExpired();
        me->GetMotionMaster()->MoveIdle();
        TC_LOG_DEBUG("scripts", "EscortAI start with WAYPOINT_MOTION_TYPE, changed to MoveIdle.");
    }

    //disable npcflags
    me->SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_NONE);
    if (me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_NPC))
    {
        HasImmuneToNPCFlags = true;
        me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_NPC);
    }

    TC_LOG_DEBUG("scripts", "EscortAI started with " UI64FMTD " waypoints. ActiveAttacker = %d, Run = %d, %s", uint64(WaypointList.size()), m_bIsActiveAttacker, m_bIsRunning, m_uiPlayerGUID.ToString().c_str());

    CurrentWP = WaypointList.begin();

    //Set initial speed
    if (m_bIsRunning)
        me->SetWalk(false);
    else
        me->SetWalk(true);

    AddEscortState(STATE_ESCORT_ESCORTING);
}
开发者ID:madisodr,项目名称:legacy-core,代码行数:69,代码来源:ScriptedEscortAI.cpp

示例7: error_log

//TODO: get rid of this many variables passed in function.
void npc_escortAI::Start(bool bIsActiveAttacker, bool bRun, uint64 uiPlayerGUID, const Quest* pQuest, bool bInstantRespawn, bool bCanLoopPath)
{
    if (m_creature->getVictim())
    {
        error_log("ISCR ERROR: EscortAI attempt to Start while in combat.");
        return;
    }

    if (HasEscortState(STATE_ESCORT_ESCORTING))
    {
        error_log("ISCR: EscortAI attempt to Start while already escorting.");
        return;
    }

    if (!ScriptWP) // sd2 never adds wp in script, but tc does
    {

    if (!WaypointList.empty())
        WaypointList.clear();

    FillPointMovementListForCreature();

    }

    if (WaypointList.empty())
    {
        if (pQuest != NULL)
        {
            error_db_log("TSCR: EscortAI Start with 0 waypoints (possible missing entry in script_waypoint. Quest: %u).", m_pQuestForEscort->GetQuestId());
            return;
        }
        else
            return;
    }

    //set variables
    m_bIsActiveAttacker = bIsActiveAttacker;
    m_bIsRunning = bRun;

    m_uiPlayerGUID = uiPlayerGUID;
    m_pQuestForEscort = pQuest;

    m_bCanInstantRespawn = bInstantRespawn;
    m_bCanReturnToStart = bCanLoopPath;

    if (m_bCanReturnToStart && m_bCanInstantRespawn)
        debug_log("ISCR: EscortAI is set to return home after waypoint end and instant respawn at waypoint end. Creature will never despawn.");

    if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == WAYPOINT_MOTION_TYPE)
    {
        m_creature->GetMotionMaster()->MovementExpired();
        m_creature->GetMotionMaster()->MoveIdle();
        debug_log("ISCR: EscortAI start with WAYPOINT_MOTION_TYPE, changed to MoveIdle.");
    }

    //disable npcflags
    m_creature->SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_NONE);

    debug_log("ISCR: EscortAI started with %u waypoints. ActiveAttacker = %d, Run = %d, PlayerGUID = %u", WaypointList.size(), m_bIsActiveAttacker, m_bIsRunning, m_uiPlayerGUID);

    CurrentWP = WaypointList.begin();

    //Set initial speed
    if (m_bIsRunning)
        m_creature->RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
    else
        m_creature->AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);

    AddEscortState(STATE_ESCORT_ESCORTING);

    JustStartedEscort();
}
开发者ID:Sanzzes,项目名称:wopc-core,代码行数:73,代码来源:escort_ai.cpp

示例8: script_error_log

// TODO: get rid of this many variables passed in function.
void npc_escortAI::Start(bool bRun, const Player* pPlayer, const Quest* pQuest, bool bInstantRespawn, bool bCanLoopPath)
{
    if (m_creature->getVictim())
    {
        script_error_log("EscortAI attempt to Start while in combat.");
        return;
    }

    if (HasEscortState(STATE_ESCORT_ESCORTING))
    {
        script_error_log("EscortAI attempt to Start while already escorting.");
        return;
    }

    if (!WaypointList.empty())
    {
        WaypointList.clear();
    }

    FillPointMovementListForCreature();

    if (WaypointList.empty())
    {
        error_db_log("SD2: EscortAI Start with 0 waypoints (possible missing entry in script_waypoint).");
        return;
    }

    // set variables
    m_bIsRunning = bRun;

    m_playerGuid = pPlayer ? pPlayer->GetObjectGuid() : ObjectGuid();
    m_pQuestForEscort = pQuest;

    m_bCanInstantRespawn = bInstantRespawn;
    m_bCanReturnToStart = bCanLoopPath;

    if (m_bCanReturnToStart && m_bCanInstantRespawn)
    {
        debug_log("SD2: EscortAI is set to return home after waypoint end and instant respawn at waypoint end. Creature will never despawn.");
    }

    if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == WAYPOINT_MOTION_TYPE)
    {
        m_creature->GetMotionMaster()->MovementExpired();
        m_creature->GetMotionMaster()->MoveIdle();
        debug_log("SD2: EscortAI start with WAYPOINT_MOTION_TYPE, changed to MoveIdle.");
    }

    // disable npcflags
    m_creature->SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_NONE);

    debug_log("SD2: EscortAI started with " SIZEFMTD " waypoints. Run = %d, PlayerGuid = %s", WaypointList.size(), m_bIsRunning, m_playerGuid.GetString().c_str());

    CurrentWP = WaypointList.begin();

    // Set initial speed
    m_creature->SetWalk(!m_bIsRunning);

    AddEscortState(STATE_ESCORT_ESCORTING);

    JustStartedEscort();
}
开发者ID:muscnx,项目名称:Mangos021SD2,代码行数:63,代码来源:escort_ai.cpp

示例9: Aggro

 void Aggro(Unit*)
 {
     if (HasEscortState(STATE_ESCORT_ESCORTING))
         me->Say(SAY_AGGRO1, LANG_UNIVERSAL, GetPlayerForEscort()->GetGUID());
     else me->Say(SAY_AGGRO2, LANG_UNIVERSAL, 0);
 }
开发者ID:Aminxhm,项目名称:OregonCore,代码行数:6,代码来源:test.cpp

示例10: UpdateAI

        void UpdateAI(uint32 diff) override
        {
            _events.Update(diff);

            if (UpdateVictim())
            {
                while (uint32 eventId = _events.ExecuteEvent())
                {
                    switch (eventId)
                    {
                        case EVENT_FROST_SHOCK:
                            DoCastVictim(SPELL_FROST_SHOCK);
                            _events.DelayEvents(1 * IN_MILLISECONDS);
                            _events.ScheduleEvent(EVENT_FROST_SHOCK, 10s, 15s);
                            break;
                        case EVENT_SEARING_TOTEM:
                            DoCast(me, SPELL_SEARING_TOTEM);
                            _events.DelayEvents(1 * IN_MILLISECONDS);
                            _events.ScheduleEvent(EVENT_SEARING_TOTEM, urand(110, 130) * IN_MILLISECONDS);
                            break;
                        case EVENT_STRENGTH_OF_EARTH_TOTEM:
                            DoCast(me, SPELL_STRENGTH_OF_EARTH_TOTEM);
                            _events.DelayEvents(1 * IN_MILLISECONDS);
                            _events.ScheduleEvent(EVENT_STRENGTH_OF_EARTH_TOTEM, urand(110, 130) * IN_MILLISECONDS);
                            break;
                        case EVENT_HEALING_SURGE:
                        {
                            Unit* target = nullptr;
                            if (me->GetHealthPct() < 85)
                                target = me;
                            else if (Player* player = GetPlayerForEscort())
                                if (player->GetHealthPct() < 85)
                                    target = player;
                            if (target)
                            {
                                DoCast(target, SPELL_HEALING_SURGE);
                                _events.ScheduleEvent(EVENT_HEALING_SURGE, 10s);
                            }
                            else
                                _events.ScheduleEvent(EVENT_HEALING_SURGE, 2s);
                            break;
                        }
                        default:
                            break;
                    }
                }

                DoMeleeAttackIfReady();
            }

            if (HasEscortState(STATE_ESCORT_NONE))
                return;

            EscortAI::UpdateAI(diff);

            if (_phase)
            {
                if (_moveTimer <= diff)
                {
                    switch (_phase)
                    {
                        case PHASE_WP_26: //debug skip path to point 26, buggy path calculation
                            me->GetMotionMaster()->MovePoint(WP_DEBUG_2, -2021.77f, -10648.8f, 129.903f, false);
                            _moveTimer = 2 * IN_MILLISECONDS;
                            _phase = PHASE_CONTINUE;
                            break;
                        case PHASE_CONTINUE: // continue escort
                            SetEscortPaused(false);
                            _moveTimer = 0 * IN_MILLISECONDS;
                            _phase = PHASE_NONE;
                            break;
                        case PHASE_WP_22: //debug skip path to point 22, buggy path calculation
                            me->GetMotionMaster()->MovePoint(WP_EXPLOSIVES_FIRST_PLANT, -1958.026f, -10660.465f, 111.547f, false);
                            Talk(SAY_LEGOSO_3);
                            _moveTimer = 2 * IN_MILLISECONDS;
                            _phase = PHASE_PLANT_FIRST_KNEEL;
                            break;
                        case PHASE_PLANT_FIRST_KNEEL: // plant first explosives stage 1 kneel
                            me->SetStandState(UNIT_STAND_STATE_KNEEL);
                            _moveTimer = 10 * IN_MILLISECONDS;
                            _phase = PHASE_PLANT_FIRST_STAND;
                            break;
                        case PHASE_PLANT_FIRST_STAND: // plant first explosives stage 1 stand
                            me->SetStandState(UNIT_STAND_STATE_STAND);
                            _moveTimer = 0.5* IN_MILLISECONDS;
                            _phase = PHASE_PLANT_FIRST_WORK;
                            break;
                        case PHASE_PLANT_FIRST_WORK: // plant first explosives stage 2 work
                            Talk(SAY_LEGOSO_4);
                            _moveTimer = 17.5 * IN_MILLISECONDS;
                            _phase = PHASE_PLANT_FIRST_FINISH;
                            break;
                        case PHASE_PLANT_FIRST_FINISH: // plant first explosives finish
                            _explosivesGuids.clear();
                            for (uint8 i = 0; i != MAX_EXPLOSIVES; ++i)
                            {
                                if (GameObject* explosive = me->SummonGameObject(GO_DRAENEI_EXPLOSIVES_1, ExplosivesPos[0][i], QuaternionData(), 0))
                                    _explosivesGuids.push_back(explosive->GetGUID());
                            }
                            me->HandleEmoteCommand(EMOTE_ONESHOT_NONE); // reset anim state
//.........这里部分代码省略.........
开发者ID:lasyan3,项目名称:TrinityCore,代码行数:101,代码来源:zone_bloodmyst_isle.cpp

示例11: UpdateEscortAI

    void UpdateEscortAI(const uint32 uiDiff)
    {
        if (!m_creature->SelectHostileTarget() || !m_creature->getVictim())
        {
            if (!HasEscortState(STATE_ESCORT_ESCORTING))
                return;

            if (HasEscortState(STATE_ESCORT_PAUSED))
            {
                if (m_uiExplodeTimer < uiDiff)
                {
                    if (m_bFirstBarrel)
                    {
                        switch(m_uiExplodePhase)
                        {
                            case 0:
                                DoCastSpellIfCan(m_creature, SPELL_DETONATE_EXPLOSIVES_1);

                                if (Player* pPlayer = GetPlayerForEscort())
                                    DoScriptText(SAY_HELICE_EXPLODE_1, m_creature, pPlayer);

                                m_uiExplodeTimer = 2500;
                                ++m_uiExplodePhase;
                                break;
                            case 1:
                                if (Player* pPlayer = GetPlayerForEscort())
                                    DoScriptText(SAY_HELICE_MOVE_ON, m_creature, pPlayer);

                                m_uiExplodeTimer = 2500;
                                ++m_uiExplodePhase;
                                break;
                            case 2:
                                SetEscortPaused(false);
                                m_uiExplodePhase = 0;
                                m_uiExplodeTimer = 5000;
                                m_bFirstBarrel = false;
                                break;
                        }
                    }
                    else
                    {
                        switch(m_uiExplodePhase)
                        {
                            case 0:
                                DoCastSpellIfCan(m_creature, SPELL_DETONATE_EXPLOSIVES_2);

                                if (Player* pPlayer = GetPlayerForEscort())
                                    DoScriptText(SAY_HELICE_EXPLODE_2, m_creature, pPlayer);

                                m_uiExplodeTimer = 2500;
                                ++m_uiExplodePhase;
                                break;
                            case 1:
                                SetEscortPaused(false);
                                m_uiExplodePhase = 0;
                                m_uiExplodeTimer = 5000;
                                m_bFirstBarrel = true;
                                break;
                        }
                    }
                }
                else
                    m_uiExplodeTimer -= uiDiff;
            }

            return;
        }

        DoMeleeAttackIfReady();
    }
开发者ID:Shutok,项目名称:StrawberryCore-501Beta,代码行数:70,代码来源:sholazar_basin.cpp

示例12: UpdateAI

        void UpdateAI(uint32 uiDiff)
        {
            npc_escortAI::UpdateAI(uiDiff);

            if (HasEscortState(STATE_ESCORT_PAUSED))
            {
                if (waveTimer <= uiDiff)
                {
                    switch (wave)
                    {
                        case 0:
                            Talk(SAY_BREAKOUT3);
                            SummonAcolyte(3);
                            waveTimer = 20000;
                            break;
                        case 1:
                            Talk(SAY_BREAKOUT4);
                            SummonAcolyte(3);
                            waveTimer = 20000;
                            break;
                        case 2:
                            Talk(SAY_BREAKOUT5);
                            SummonAcolyte(4);
                            waveTimer = 20000;
                            break;
                        case 3:
                            Talk(SAY_BREAKOUT6);
                            me->SummonCreature(NPC_HIGH_INQUISITOR_VALROTH, 1642.329f, -6045.818f, 127.583f, 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 1000);
                            waveTimer = 1000;
                            break;
                        case 4:
                        {
                            Creature* temp = Unit::GetCreature(*me, valrothGUID);

                            if (!temp || !temp->isAlive())
                            {
                                Talk(SAY_BREAKOUT8);
                                waveTimer = 5000;
                            }
                            else
                            {
                                waveTimer = 2500;
                                return;
                            }
                            break;
                        }
                        case 5:
                            Talk(SAY_BREAKOUT9);
                            me->RemoveAurasDueToSpell(SPELL_ANTI_MAGIC_ZONE);
                            me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
                            waveTimer = 2500;
                            break;
                        case 6:
                            Talk(SAY_BREAKOUT10);
                            SetEscortPaused(false);
                            break;
                    }

                    ++wave;
                }
                else
                    waveTimer -= uiDiff;
            }
        }
开发者ID:AtVirus,项目名称:Forgotten-Lands-Source,代码行数:64,代码来源:chapter2.cpp

示例13: EnterCombat

 void EnterCombat(Unit* pWho) {
     if (HasEscortState(STATE_ESCORT_ESCORTING))
         DoScriptText(RAND(SAY_ATTACKED_1, SAY_ATTACKED_2), me, pWho);
 }
开发者ID:814077430,项目名称:ArkCORE,代码行数:4,代码来源:swamp_of_sorrows.cpp

示例14: JustDied

 void JustDied(Unit* /*killer*/) override
 {
     if (HasEscortState(STATE_ESCORT_ESCORTING))
         if (Player* player = GetPlayerForEscort())
             player->FailQuest(QUEST_VORSHA);
 }
开发者ID:125125,项目名称:TrinityCore,代码行数:6,代码来源:zone_ashenvale.cpp

示例15: EnterCombat

 void EnterCombat(Unit* /*who*/) override
 {
     if (HasEscortState(STATE_ESCORT_ESCORTING))
         Talk(SAY_ELF_AGGRO);
 }
开发者ID:DrYaling,项目名称:eluna-trinitycore,代码行数:5,代码来源:zone_hellfire_peninsula.cpp


注:本文中的HasEscortState函数示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,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。