本文整理汇总了C++中Corpse::GetGridPair方法的典型用法代码示例。如果您正苦于以下问题:C++ Corpse::GetGridPair方法的具体用法?C++ Corpse::GetGridPair怎么用?C++ Corpse::GetGridPair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Corpse
的用法示例。
在下文中一共展示了Corpse::GetGridPair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: GetCorpseForPlayerGUID
Corpse*
ObjectAccessor::ConvertCorpseForPlayer(ObjectGuid player_guid, bool insignia)
{
Corpse *corpse = GetCorpseForPlayerGUID(player_guid);
if(!corpse)
{
//in fact this function is called from several places
//even when player doesn't have a corpse, not an error
//sLog.outError("Try remove corpse that not in map for GUID %ul", player_guid);
return NULL;
}
DEBUG_LOG("Deleting Corpse and spawning bones.");
// remove corpse from player_guid -> corpse map
RemoveCorpse(corpse);
// remove resurrectable corpse from grid object registry (loaded state checked into call)
// do not load the map if it's not loaded
Map *map = sMapMgr.FindMap(corpse->GetMapId(), corpse->GetInstanceId());
if(map)
map->Remove(corpse, false);
// remove corpse from DB
corpse->DeleteFromDB();
Corpse *bones = NULL;
// create the bones only if the map and the grid is loaded at the corpse's location
// ignore bones creating option in case insignia
if (map && (insignia ||
(map->IsBattleGroundOrArena() ? sWorld.getConfig(CONFIG_BOOL_DEATH_BONES_BG_OR_ARENA) : sWorld.getConfig(CONFIG_BOOL_DEATH_BONES_WORLD))) &&
!map->IsRemovalGrid(corpse->GetPositionX(), corpse->GetPositionY()))
{
// Create bones, don't change Corpse
bones = new Corpse;
bones->Create(corpse->GetGUIDLow());
for (int i = 3; i < CORPSE_END; ++i) // don't overwrite guid and object type
bones->SetUInt32Value(i, corpse->GetUInt32Value(i));
bones->SetGridPair(corpse->GetGridPair());
// bones->m_time = m_time; // don't overwrite time
// bones->m_inWorld = m_inWorld; // don't overwrite world state
// bones->m_type = m_type; // don't overwrite type
bones->Relocate(corpse->GetPositionX(), corpse->GetPositionY(), corpse->GetPositionZ(), corpse->GetOrientation());
bones->SetPhaseMask(corpse->GetPhaseMask(), false);
bones->SetUInt32Value(CORPSE_FIELD_FLAGS, CORPSE_FLAG_UNK2 | CORPSE_FLAG_BONES);
bones->SetUInt64Value(CORPSE_FIELD_OWNER, 0);
for (int i = 0; i < EQUIPMENT_SLOT_END; ++i)
{
if(corpse->GetUInt32Value(CORPSE_FIELD_ITEM + i))
bones->SetUInt32Value(CORPSE_FIELD_ITEM + i, 0);
}
// add bones in grid store if grid loaded where corpse placed
map->Add(bones);
}
// all references to the corpse should be removed at this point
delete corpse;
return bones;
}