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C++ RemoveAurasDueToSpell函数代码示例

本文整理汇总了C++中RemoveAurasDueToSpell函数的典型用法代码示例。如果您正苦于以下问题:C++ RemoveAurasDueToSpell函数的具体用法?C++ RemoveAurasDueToSpell怎么用?C++ RemoveAurasDueToSpell使用的例子?那么, 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RemoveAurasDueToSpell函数的14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: CombatStop

void Totem::UnSummon() {
	CombatStop();
	RemoveAurasDueToSpell(GetSpell());

	// clear owner's totem slot
	for (int i = SUMMON_SLOT_TOTEM; i < MAX_TOTEM_SLOT; ++i) {
		if (m_owner->m_SummonSlot[i] == GetGUID()) {
			m_owner->m_SummonSlot[i] = 0;
			break;
		}
	}

	m_owner->RemoveAurasDueToSpell(GetSpell());

	//remove aura all party members too
	Group *pGroup = NULL;
	if (m_owner->GetTypeId() == TYPEID_PLAYER) {
		m_owner->ToPlayer()->SendAutoRepeatCancel(this);
		// Not only the player can summon the totem (scripted AI)
		pGroup = m_owner->ToPlayer()->GetGroup();
		if (pGroup) {
			for (GroupReference *itr = pGroup->GetFirstMember(); itr != NULL;
					itr = itr->next()) {
				Player* Target = itr->getSource();
				if (Target && pGroup->SameSubGroup((Player*) m_owner, Target))
					Target->RemoveAurasDueToSpell(GetSpell());
			}
		}
	}

	AddObjectToRemoveList();
}
开发者ID:ProjectStarGate,项目名称:StarGate-Plus-EMU,代码行数:32,代码来源:Totem.cpp

示例2: CombatStop

void Totem::UnSummon()
{
    CombatStop();
    RemoveAurasDueToSpell(GetSpell());

    if (Unit *owner = GetOwner())
    {
        owner->_RemoveTotem(this);
        owner->RemoveAurasDueToSpell(GetSpell());

        //remove aura all party members too
        if (owner->GetTypeId() == TYPEID_PLAYER)
        {
            ((Player*)owner)->SendAutoRepeatCancel(this);

            // Not only the player can summon the totem (scripted AI)
            if (Group *pGroup = ((Player*)owner)->GetGroup())
            {
                for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
                {
                    Player* Target = itr->getSource();
                    if(Target && pGroup->SameSubGroup((Player*)owner, Target))
                        Target->RemoveAurasDueToSpell(GetSpell());
                }
            }
        }

        if (owner->GetTypeId() == TYPEID_UNIT && ((Creature*)owner)->AI())
            ((Creature*)owner)->AI()->SummonedCreatureDespawn((Creature*)this);
    }

    AddObjectToRemoveList();
}
开发者ID:SPIRITnsk,项目名称:mangos,代码行数:33,代码来源:Totem.cpp

示例3: CombatStop

void Totem::UnSummon()
{
    CombatStop();

    uint32 maxIdx = GetSpellMaxIndex();

    for (int32 i = maxIdx; i >= 0; --i)
    {
        if (uint32 spellId = GetSpell(i))
            RemoveAurasDueToSpell(spellId);
    }

    if (Unit* owner = GetOwner())
    {
        owner->_RemoveTotem(this);

        for (int32 i = maxIdx; i >= 0; --i)
        {
            if (uint32 spellId = GetSpell(i))
                owner->RemoveAurasDueToSpell(spellId);
        }

        // Remove Sentry Totem aura on totem unsummon
        if (GetEntry() == SENTRY_TOTEM_ENTRY)
            owner->RemoveAurasDueToSpell(6495);

        //remove aura all party members too
        if (owner->GetTypeId() == TYPEID_PLAYER)
        {
            ((Player*)owner)->SendAutoRepeatCancel(this);

            // Not only the player can summon the totem (scripted AI)
            if (Group* pGroup = ((Player*)owner)->GetGroup())
            {
                for (GroupReference* itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
                {
                    Player* Target = itr->getSource();
                    if (Target && pGroup->SameSubGroup((Player*)owner, Target))
                    {
                        for (int32 i = maxIdx; i >= 0; --i)
                        {
                            if (uint32 spellId = GetSpell(i))
                                Target->RemoveAurasDueToSpell(spellId);
                        }
                    }
                }
            }
        }

        if (owner->GetTypeId() == TYPEID_UNIT && ((Creature*)owner)->AI())
            ((Creature*)owner)->AI()->SummonedCreatureDespawn((Creature*)this);
    }

    // any totem unsummon look like as totem kill, req. for proper animation
    if (isAlive())
        SetDeathState(DEAD);

    AddObjectToRemoveList();
}
开发者ID:gc,项目名称:mangos,代码行数:59,代码来源:Totem.cpp

示例4: ForcedUnsummonDelayEvent

void Totem::UnSummon(uint32 msTime)
{
    if (msTime)
    {
        m_Events.AddEvent(new ForcedUnsummonDelayEvent(*this), m_Events.CalculateTime(msTime));
        return;
    }

    CombatStop();
    RemoveAurasDueToSpell(GetSpell(), GetGUID());

    // clear owner's totem slot
    for (uint8 i = SUMMON_SLOT_TOTEM; i < MAX_TOTEM_SLOT; ++i)
    {
        if (GetOwner()->m_SummonSlot[i] == GetGUID())
        {
            GetOwner()->m_SummonSlot[i].Clear();
            break;
        }
    }

    GetOwner()->RemoveAurasDueToSpell(GetSpell(), GetGUID());

    // Remove Sentry Totem Aura
    if (GetEntry() == SENTRY_TOTEM_ENTRY)
        GetOwner()->RemoveAurasDueToSpell(SENTRY_TOTEM_SPELLID);

    //remove aura all party members too
    if (Player* owner = GetOwner()->ToPlayer())
    {
        owner->SendAutoRepeatCancel(this);

        if (SpellInfo const* spell = sSpellMgr->GetSpellInfo(GetUInt32Value(UNIT_CREATED_BY_SPELL)))
            GetSpellHistory()->SendCooldownEvent(spell, 0, nullptr, false);

        if (Group* group = owner->GetGroup())
        {
            for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next())
            {
                Player* target = itr->GetSource();
                if (target && group->SameSubGroup(owner, target))
                    target->RemoveAurasDueToSpell(GetSpell(), GetGUID());
            }
        }
    }

    //npcbot: send SummonedCreatureDespawn()
    if (GetCreatorGUID().IsCreature())
        if (Unit* bot = ObjectAccessor::FindConnectedPlayer(GetCreatorGUID()))
            if (bot->ToCreature()->GetIAmABot())
                bot->ToCreature()->OnBotDespawn(this);
    //end npcbot

    AddObjectToRemoveList();
}
开发者ID:fannyfinal,项目名称:LordPsyanBots,代码行数:55,代码来源:Totem.cpp

示例5: ForcedUnsummonDelayEvent

void Totem::UnSummon(uint32 msTime)
{
    if (msTime)
    {
        m_Events.AddEvent(new ForcedUnsummonDelayEvent(*this), m_Events.CalculateTime(msTime));
        return;
    }

    CombatStop();
    RemoveAurasDueToSpell(GetSpell(), GetGUID());

    // clear owner's totem slot
    for (uint8 i = SUMMON_SLOT_TOTEM; i < MAX_TOTEM_SLOT; ++i)
    {
        if (GetOwner()->m_SummonSlot[i] == GetGUID())
        {
            GetOwner()->m_SummonSlot[i].Clear();
            break;
        }
    }

    GetOwner()->RemoveAurasDueToSpell(GetSpell(), GetGUID());

    // Remove Sentry Totem Aura
    if (GetEntry() == SENTRY_TOTEM_ENTRY)
        GetOwner()->RemoveAurasDueToSpell(SENTRY_TOTEM_SPELLID);

    //remove aura all party members too
    if (Player* owner = GetOwner()->ToPlayer())
    {
        owner->SendAutoRepeatCancel(this);

        if (SpellInfo const* spell = sSpellMgr->GetSpellInfo(GetUInt32Value(UNIT_CREATED_BY_SPELL)))
            GetSpellHistory()->SendCooldownEvent(spell, 0, nullptr, false);

        if (Group* group = owner->GetGroup())
        {
            for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next())
            {
                Player* target = itr->GetSource();
                if (target && group->SameSubGroup(owner, target))
                    target->RemoveAurasDueToSpell(GetSpell(), GetGUID());
            }
        }
    }

    // any totem unsummon look like as totem kill, req. for proper animation
    if (IsAlive())
        setDeathState(DEAD);

    AddObjectToRemoveList();
}
开发者ID:AwkwardDev,项目名称:RE,代码行数:52,代码来源:Totem.cpp

示例6: ForcedUnsummonDelayEvent

void Totem::UnSummon(uint32 msTime)
{ 
    if (msTime)
    {
        m_Events.AddEvent(new ForcedUnsummonDelayEvent(*this), m_Events.CalculateTime(msTime));
        return;
    }

    CombatStop();
    RemoveAurasDueToSpell(GetSpell(), GetGUID());

	Unit *m_owner = GetOwner();
    // clear owner's totem slot
    for (uint8 i = SUMMON_SLOT_TOTEM; i < MAX_TOTEM_SLOT; ++i)
    {
        if (m_owner->m_SummonSlot[i] == GetGUID())
        {
            m_owner->m_SummonSlot[i] = 0;
            break;
        }
    }

    m_owner->RemoveAurasDueToSpell(GetSpell(), GetGUID());

    // Remove Sentry Totem Aura
    if (GetEntry() == SENTRY_TOTEM_ENTRY)
        m_owner->RemoveAurasDueToSpell(SENTRY_TOTEM_SPELLID);

    //remove aura all party members too
    if (Player* owner = m_owner->ToPlayer())
    {
        owner->SendAutoRepeatCancel(this);

        if (SpellInfo const* spell = sSpellMgr->GetSpellInfo(GetUInt32Value(UNIT_CREATED_BY_SPELL)))
            owner->SendCooldownEvent(spell, 0, NULL, false);

        if (Group* group = owner->GetGroup())
        {
            for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next())
            {
                Player* target = itr->GetSource();
				if (target && target->IsInMap(owner) && group->SameSubGroup(owner, target))
                    target->RemoveAurasDueToSpell(GetSpell(), GetGUID());
            }
        }
    }

    AddObjectToRemoveList();
}
开发者ID:Cryostorm,项目名称:SunwellCore,代码行数:49,代码来源:Totem.cpp

示例7: SendObjectDeSpawnAnim

void Totem::UnSummon()
{
    if (m_type == TOTEM_LAST_BURST)
        this->CastSpell(this, m_spell, true);

    SendObjectDeSpawnAnim(GetGUID());
    SendDestroyObject(GetGUID());

    CombatStop();
    RemoveAurasDueToSpell(m_spell);
    Unit *owner = this->GetOwner();
    if (owner)
        owner->RemoveAurasDueToSpell(m_spell);

    ObjectAccessor::Instance().AddObjectToRemoveList(this);
}
开发者ID:Artea,项目名称:mangos-svn,代码行数:16,代码来源:Totem.cpp

示例8: CombatStop

void Totem::UnSummon()
{
    CombatStop();
    for (int i=0; i<MAX_CREATURE_SPELL_DATA_SLOT; ++i)
        if (m_spells[i])
            RemoveAurasDueToSpell(m_spells[i]);

    if (Unit *owner = GetOwner())
    {
        owner->_RemoveTotem(this);
        for (int i=0; i<MAX_CREATURE_SPELL_DATA_SLOT; ++i)
            if (m_spells[i])
                owner->RemoveAurasDueToSpell(m_spells[i]);

        //remove aura all party members too
        if (owner->GetTypeId() == TYPEID_PLAYER)
        {
            ((Player*)owner)->SendAutoRepeatCancel(this);

            // Not only the player can summon the totem (scripted AI)
            if (Group *pGroup = ((Player*)owner)->GetGroup())
            {
                for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
                {
                    Player* Target = itr->getSource();
                    if(Target && pGroup->SameSubGroup((Player*)owner, Target))
                        for (int i=0; i<MAX_CREATURE_SPELL_DATA_SLOT; ++i)
                            if (m_spells[i])
                                Target->RemoveAurasDueToSpell(m_spells[i]);
                }
            }
        }

        if (owner->GetTypeId() == TYPEID_UNIT && ((Creature*)owner)->AI())
            ((Creature*)owner)->AI()->SummonedCreatureDespawn((Creature*)this);
    }

    // any totem unsummon look like as totem kill, req. for proper animation
    if (isAlive())
        SetDeathState(DEAD);

    AddObjectToRemoveList();
}
开发者ID:koksneo,项目名称:MangosBack,代码行数:43,代码来源:Totem.cpp

示例9: SendObjectDeSpawnAnim

void Totem::UnSummon()
{
    SendObjectDeSpawnAnim(GetGUID());

    CombatStop();
    RemoveAurasDueToSpell(GetSpell());
    Unit *owner = this->GetOwner();
    if (owner)
    {
        // clear owenr's totem slot
        for(int i = 0; i < MAX_TOTEM; ++i)
        {
            if(owner->m_TotemSlot[i]==GetGUID())
            {
                owner->m_TotemSlot[i] = 0;
                break;
            }
        }

        owner->RemoveAurasDueToSpell(GetSpell());

        //remove aura all party members too
        Group *pGroup = NULL;
        if (owner->GetTypeId() == TYPEID_PLAYER)
        {
            // Not only the player can summon the totem (scripted AI)
            pGroup = ((Player*)owner)->GetGroup();
            if (pGroup)
            {
                for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
                {
                    Player* Target = itr->getSource();
                    if(Target && pGroup->SameSubGroup((Player*)owner, Target))
                        Target->RemoveAurasDueToSpell(GetSpell());
                }
            }
        }
    }

    CleanupsBeforeDelete();
    AddObjectToRemoveList();
}
开发者ID:Bootz,项目名称:TC-One,代码行数:42,代码来源:Totem.cpp

示例10: SendObjectDeSpawnAnim

void Totem::UnSummon()
{
    SendObjectDeSpawnAnim(GetGUID());

    CombatStop();
    RemoveAurasDueToSpell(GetSpell());

    // clear owner's totem slot
    for (int i = SUMMON_SLOT_TOTEM; i < MAX_TOTEM_SLOT; ++i)
    {
        if (m_owner->m_SummonSlot[i] == GetGUID())
        {
            m_owner->m_SummonSlot[i] = 0;
            break;
        }
    }

    m_owner->RemoveAurasDueToSpell(GetSpell());

    //remove aura all party members too
    Group* pGroup = NULL;
    if (m_owner->GetTypeId() == TYPEID_PLAYER)
    {
        // Not only the player can summon the totem (scripted AI)
        pGroup = m_owner->ToPlayer()->GetGroup();
        if (pGroup)
        {
            for (GroupReference* itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
            {
                Player* Target = itr->GetSource();
                if (Target && pGroup->SameSubGroup(m_owner->ToPlayer(), Target))
                    Target->RemoveAurasDueToSpell(GetSpell());
            }
        }
    }

    // any totem unsummon look like as totem kill, req. for proper animation
    if (IsAlive())
        setDeathState(DEAD);

    AddObjectToRemoveList();
}
开发者ID:Adeer,项目名称:OregonCore,代码行数:42,代码来源:Totem.cpp

示例11: CombatStop

void Totem::UnSummon()
{
    CombatStop();
    RemoveAurasDueToSpell(GetSpell());

    // clear owner's totem slot
    for (int i = SUMMON_SLOT_TOTEM; i < MAX_TOTEM_SLOT; ++i)
    {
        if (m_owner->m_SummonSlot[i] == GetGUID())
        {
            m_owner->m_SummonSlot[i] = 0;
            break;
        }
    }

    m_owner->RemoveAurasDueToSpell(GetSpell());

    //remove aura all party members too
    if (Player* owner = m_owner->ToPlayer())
    {
        owner->SendAutoRepeatCancel(this);

        if (SpellInfo const* spell = sSpellMgr->GetSpellInfo(GetUInt32Value(UNIT_CREATED_BY_SPELL)))
            owner->SendCooldownEvent(spell, 0, NULL, false);

        if (Group* group = owner->GetGroup())
        {
            for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next())
            {
                Player* target = itr->getSource();
                if (target && group->SameSubGroup(owner, target))
                    target->RemoveAurasDueToSpell(GetSpell());
            }
        }
    }

    AddObjectToRemoveList();
}
开发者ID:Neecro,项目名称:SkyFireEMU_rebase,代码行数:38,代码来源:Totem.cpp

示例12: SendObjectDeSpawnAnim

void Totem::UnSummon()
{
    SendObjectDeSpawnAnim(GetGUID());

    CombatStop();
    RemoveAurasDueToSpell(GetSpell());

    if (Unit *owner = GetOwner())
    {
        owner->_RemoveTotem(this);
        owner->RemoveAurasDueToSpell(GetSpell());

        //remove aura all party members too
        if (owner->GetTypeId() == TYPEID_PLAYER)
        {
            // Not only the player can summon the totem (scripted AI)
            if (Group *pGroup = ((Player*)owner)->GetGroup())
            {
                for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
                {
                    Player* Target = itr->getSource();
                    if(Target && pGroup->SameSubGroup((Player*)owner, Target))
                        Target->RemoveAurasDueToSpell(GetSpell());
                }
            }
        }

        if (owner->GetTypeId() == TYPEID_UNIT && ((Creature*)owner)->AI())
            ((Creature*)owner)->AI()->SummonedCreatureDespawn((Creature*)this);
    }

    // any totem unsummon look like as totem kill, req. for proper animation
    if (isAlive())
        SetDeathState(DEAD);

    AddObjectToRemoveList();
}
开发者ID:Deffender,项目名称:mangos1,代码行数:37,代码来源:Totem.cpp

示例13: HandleDummy

        void HandleDummy(SpellEffIndex /*effIndex*/)
        {
            auto target = GetHitUnit();
            if (!target || target->GetTypeId() != TYPEID_PLAYER)
                return;

            auto player = GetCaster()->ToPlayer();
            if (player->GetQuestStatus(29951) == QUEST_STATUS_INCOMPLETE)
            {
                if (!player->HasAura(106284))
                {
                    player->MonsterTextEmote("Mudmug's vial will slowly spill water while you are moving. Plan your path carefully!", player->GetGUID() , true);
                    player->CastSpell(player, 106284, true);
                }
                else
                    player->CastSpell(player, 106294, true);

                if (player->GetPower(POWER_ALTERNATE_POWER) == 100)
                {
                    player->AddItem(76356, 1);
                    player->RemoveAurasDueToSpell(106284);
                }
            }
        }
开发者ID:cnmir2,项目名称:camarote,代码行数:24,代码来源:valley_of_the_four_winds.cpp

示例14: GetTotalStatValue

bool Player::UpdateAllStats()
{
    for (int8 i = STAT_STRENGTH; i < MAX_STATS; ++i)
    {
        float value = GetTotalStatValue(Stats(i));
        SetStat(Stats(i), int32(value));
    }

    UpdateArmor();
    // calls UpdateAttackPowerAndDamage() in UpdateArmor for SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR
    UpdateAttackPowerAndDamage(true);
    UpdateMaxHealth();

    for (uint8 i = POWER_MANA; i < MAX_POWERS; ++i)
        UpdateMaxPower(Powers(i));

    // Custom MoP script
    // Jab Override Driver
    if (GetTypeId() == TYPEID_PLAYER && getClass() == CLASS_MONK)
    {
        Item* mainItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);

        if (mainItem && mainItem->GetTemplate()->Class == ITEM_CLASS_WEAPON && !HasAura(125660))
        {
            RemoveAura(108561); // 2H Staff Override
            RemoveAura(115697); // 2H Polearm Override
            RemoveAura(115689); // D/W Axes
            RemoveAura(115694); // D/W Maces
            RemoveAura(115696); // D/W Swords

            switch (mainItem->GetTemplate()->SubClass)
            {
                case ITEM_SUBCLASS_WEAPON_STAFF:
                    CastSpell(this, 108561, true);
                    break;
                case ITEM_SUBCLASS_WEAPON_POLEARM:
                    CastSpell(this, 115697, true);
                    break;
                case ITEM_SUBCLASS_WEAPON_AXE:
                    CastSpell(this, 115689, true);
                    break;
                case ITEM_SUBCLASS_WEAPON_MACE:
                    CastSpell(this, 115694, true);
                    break;
                case ITEM_SUBCLASS_WEAPON_SWORD:
                    CastSpell(this, 115696, true);
                    break;
                default:
                    break;
            }
        }
        else if (HasAura(125660))
        {
            RemoveAura(108561); // 2H Staff Override
            RemoveAura(115697); // 2H Polearm Override
            RemoveAura(115689); // D/W Axes
            RemoveAura(115694); // D/W Maces
            RemoveAura(115696); // D/W Swords
        }
    }
    // Way of the Monk - 120277
    if (GetTypeId() == TYPEID_PLAYER)
    {
        if (getClass() == CLASS_MONK && HasAura(120277))
        {
            RemoveAurasDueToSpell(120275);
            RemoveAurasDueToSpell(108977);

            uint32 trigger = 0;
            if (IsTwoHandUsed())
            {
                trigger = 120275;
            }
            else
            {
                Item* mainItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
                Item* offItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
                if (mainItem && mainItem->GetTemplate()->Class == ITEM_CLASS_WEAPON && offItem && offItem->GetTemplate()->Class == ITEM_CLASS_WEAPON)
                    trigger = 108977;
            }

            if (trigger)
                CastSpell(this, trigger, true);
        }
    }
    // Assassin's Resolve - 84601
    if (GetTypeId() == TYPEID_PLAYER)
    {
        if (getClass() == CLASS_ROGUE && ToPlayer()->GetSpecializationId(ToPlayer()->GetActiveSpec()) == SPEC_ROGUE_ASSASSINATION)
        {
            Item* mainItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
            Item* offItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);

            if (((mainItem && mainItem->GetTemplate()->SubClass == ITEM_SUBCLASS_WEAPON_DAGGER) || (offItem && offItem->GetTemplate()->SubClass == ITEM_SUBCLASS_WEAPON_DAGGER)))
            {
                if (HasAura(84601))
                    RemoveAura(84601);

                CastSpell(this, 84601, true);
            }
//.........这里部分代码省略.........
开发者ID:AlucardVoss,项目名称:Patchs,代码行数:101,代码来源:StatSystem.cpp


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