本文整理汇总了C++中CMobEntity::SetBattleTargetID方法的典型用法代码示例。如果您正苦于以下问题:C++ CMobEntity::SetBattleTargetID方法的具体用法?C++ CMobEntity::SetBattleTargetID怎么用?C++ CMobEntity::SetBattleTargetID使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类CMobEntity
的用法示例。
在下文中一共展示了CMobEntity::SetBattleTargetID方法的1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: DecreaseZoneCounter
void CZoneEntities::DecreaseZoneCounter(CCharEntity* PChar)
{
DSP_DEBUG_BREAK_IF(PChar == nullptr);
DSP_DEBUG_BREAK_IF(PChar->loc.zone != m_zone);
//remove pets
if (PChar->PPet != nullptr)
{
charutils::BuildingCharPetAbilityTable(PChar, (CPetEntity*)PChar->PPet, 0);//blank the pet commands
if (PChar->PPet->isCharmed) {
petutils::DespawnPet(PChar);
}
else {
PChar->PPet->status = STATUS_DISAPPEAR;
if (((CPetEntity*)(PChar->PPet))->getPetType() == PETTYPE_AVATAR)
PChar->setModifier(MOD_AVATAR_PERPETUATION, 0);
}
// It may have been nullptred by DespawnPet
if (PChar->PPet != nullptr) {
PChar->PPet->PAI->Disengage();
for (EntityList_t::const_iterator it = m_charList.begin(); it != m_charList.end(); ++it)
{
//inform other players of the pets removal
CCharEntity* PCurrentChar = (CCharEntity*)it->second;
SpawnIDList_t::iterator PET = PCurrentChar->SpawnPETList.find(PChar->PPet->id);
if (PET != PCurrentChar->SpawnPETList.end())
{
PCurrentChar->SpawnPETList.erase(PET);
PCurrentChar->pushPacket(new CEntityUpdatePacket(PChar->PPet, ENTITY_DESPAWN, UPDATE_NONE));
}
}
PChar->PPet = nullptr;
}
}
//remove bcnm status
if (m_zone->m_BattlefieldHandler != nullptr && PChar->StatusEffectContainer->HasStatusEffect(EFFECT_BATTLEFIELD))
{
if (m_zone->m_BattlefieldHandler->disconnectFromBcnm(PChar)) {
ShowDebug("Removed %s from the BCNM they were in as they have left the zone.\n", PChar->GetName());
}
if (PChar->loc.destination == 0) { //this player is disconnecting/logged out, so move them to the entrance
//move depending on zone
int pos[4] = {0, 0, 0, 0};
battlefieldutils::getStartPosition(m_zone->GetID(), pos);
if (pos != nullptr) {
PChar->loc.p.x = pos[0];
PChar->loc.p.y = pos[1];
PChar->loc.p.z = pos[2];
PChar->loc.p.rotation = pos[3];
PChar->updatemask |= UPDATE_POS;
charutils::SaveCharPosition(PChar);
}
else {
ShowWarning("%s has disconnected from the BCNM but cannot move them to the lobby as the lobby position is unknown!\n", PChar->GetName());
}
}
}
else if (m_zone->m_BattlefieldHandler != nullptr && PChar->StatusEffectContainer->HasStatusEffect(EFFECT_DYNAMIS, 0))
{
if (m_zone->m_BattlefieldHandler->disconnectFromDynamis(PChar)) {
ShowDebug("Removed %s from the BCNM they were in as they have left the zone.\n", PChar->GetName());
}
if (PChar->loc.destination == 0) { //this player is disconnecting/logged out, so move them to the entrance
//move depending on zone
int pos[4] = {0, 0, 0, 0};
battlefieldutils::getStartPosition(m_zone->GetID(), pos);
if (!(pos[0] == 0 && pos[1] == 0 && pos[2] == 0 && pos[3] == 0)) {
PChar->loc.p.x = pos[0];
PChar->loc.p.y = pos[1];
PChar->loc.p.z = pos[2];
PChar->loc.p.rotation = pos[3];
PChar->updatemask |= UPDATE_POS;
charutils::SaveCharPosition(PChar);
}
else {
ShowWarning("%s has disconnected from the BCNM but cannot move them to the lobby as the lobby position is unknown!\n", PChar->GetName());
}
}
}
for (auto PMobIt : m_mobList)
{
CMobEntity* PCurrentMob = (CMobEntity*)PMobIt.second;
PCurrentMob->PEnmityContainer->LogoutReset(PChar->id);
if (PCurrentMob->m_OwnerID.id == PChar->id)
{
PCurrentMob->m_OwnerID.clean();
PCurrentMob->updatemask |= UPDATE_STATUS;
}
if (PCurrentMob->GetBattleTargetID() == PChar->targid)
{
PCurrentMob->SetBattleTargetID(0);
}
}
//.........这里部分代码省略.........