本文整理汇总了C++中DataTable::searchColumnString方法的典型用法代码示例。如果您正苦于以下问题:C++ DataTable::searchColumnString方法的具体用法?C++ DataTable::searchColumnString怎么用?C++ DataTable::searchColumnString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DataTable
的用法示例。
在下文中一共展示了DataTable::searchColumnString方法的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:
const char *CombatTimingTable::getWeaponReloadClientAnimation(std::string const & weaponType)
{
const char * result = 0;
DataTable * combatTimingTable = DataTableManager::getTable(cs_combatTimingTableName, true);
if (combatTimingTable)
{
int rowNum = combatTimingTable->searchColumnString(0, weaponType);
result = combatTimingTable->getStringValue("WeaponReloadClientAnimation", rowNum);
}
return result;
}
示例2: isContinuous
bool CombatTimingTable::isContinuous(std::string const & weaponType)
{
bool result = false;
DataTable * combatTimingTable = DataTableManager::getTable(cs_combatTimingTableName, true);
if (combatTimingTable)
{
int rowNum = combatTimingTable->searchColumnString(0, weaponType);
result = combatTimingTable->getIntValue("Continuous", rowNum) ? true : false;
}
return result;
}
示例3: getWeaponReloadTimeSeconds
float CombatTimingTable::getWeaponReloadTimeSeconds(std::string const & weaponType)
{
float result = 0;
DataTable * combatTimingTable = DataTableManager::getTable(cs_combatTimingTableName, true);
if (combatTimingTable)
{
int rowNum = combatTimingTable->searchColumnString(0, weaponType);
result = combatTimingTable->getFloatValue("WeaponReloadTimeSeconds", rowNum);
}
return result;
}
示例4: getMaximumShotsTillWeaponReload
int CombatTimingTable::getMaximumShotsTillWeaponReload(std::string const & weaponType)
{
int result = 0;
DataTable * combatTimingTable = DataTableManager::getTable(cs_combatTimingTableName, true);
if (combatTimingTable)
{
int rowNum = combatTimingTable->searchColumnString(0, weaponType);
result = combatTimingTable->getIntValue("MaximumShotsTillWeaponReload", rowNum);
}
return result;
}
示例5: changeTeleportDestination
void BuildingObject::changeTeleportDestination(Vector & position, float & yaw) const
{
if (!isAuthoritative())
{
WARNING(true, ("BuildingObject::changeTeleportDestination called on "
"non-authoritative building %s", getNetworkId().getValueString().c_str()));
return;
}
// call a script trigger that will give us the index of the cloning facility
// tube to respawn in, if any
int index = -1;
ScriptParams params;
params.addParam(index);
IGNORE_RETURN(const_cast<GameScriptObject *>(getScriptObject())->trigAllScripts(
Scripting::TRIG_GET_RESPAWN_LOC, params));
index = params.getIntParam(0);
if (index >= 0)
{
DataTable * respawnTable = DataTableManager::getTable(CLONE_RESPAWN_TABLE,
true);
if (respawnTable != NULL)
{
int row = respawnTable->searchColumnString(0, getTemplateName());
if (row >= 0)
{
char buffer[32];
sprintf(buffer, "TUBE%d_X", index+1);
int column = respawnTable->findColumnNumber(buffer);
if (column >= 0)
{
position.x = respawnTable->getFloatValue(column, row);
position.z = respawnTable->getFloatValue(column+1, row);
yaw = convertDegreesToRadians(respawnTable->getFloatValue(column+2, row));
}
}
}
}
}