本文整理汇总了C++中GameObjectPointer::SetUInt32Value方法的典型用法代码示例。如果您正苦于以下问题:C++ GameObjectPointer::SetUInt32Value方法的具体用法?C++ GameObjectPointer::SetUInt32Value怎么用?C++ GameObjectPointer::SetUInt32Value使用的例子?那么恭喜您, 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GameObjectPointer
的用法示例。
在下文中一共展示了GameObjectPointer::SetUInt32Value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: SpawnObjects
void SpawnObjects(shared_ptr<MapMgr> pmgr)
{
if(!pmgr || pmgr->GetMapId() != 530)
return;
const static sgodata godata[] =
{
{ 182173, -290.016f, 3702.42f, 56.6729f, 0.0349066f, 0, 0, 0.0174524f, 0.999848f, 1, 32, 0, 1 }, // stadium
{ 182174, -184.889f, 3476.93f, 38.205f, -0.0174535f, 0, 0, 0.00872664f, -0.999962f, 1, 32, 0, 1 }, // overlook
{ 182175, -471.462f, 3451.09f, 34.6432f, 0.174533f, 0, 0, 0.0871557f, 0.996195f, 1, 32, 0, 1 }, // brokenhill
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
};
const static sgodata godata_banner[] =
{
{ 183515, -289.61f, 3696.83f, 75.9447f, 3.12414f, 0, 0, 0.999962f, 0.00872656f, 1, 32, 1375, 1 }, // stadium
{ 182525, -187.887f, 3459.38f, 60.0403f, -3.12414f, 0, 0, 0.999962f, -0.00872653f, 1, 32, 1375, 1 }, // overlook
{ 183514, -467.078f, 3528.17f, 64.7121f, 3.14159f, 0, 0, 1, -4.37114E-8f, 1, 32, 1375, 1 }, // brokenhill
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
};
uint32 i;
const sgodata* p, *p2;
for(i = 0; i < 3; ++i)
{
p = &godata[i];
p2 = &godata_banner[i];
GameObjectPointer pGo = pmgr->GetInterface()->SpawnGameObject(p->entry, p->posx, p->posy, p->posz, p->facing, false, 0, 0);
if(pGo == NULL)
continue;
GameObjectPointer pGo2 = pmgr->GetInterface()->SpawnGameObject(p2->entry, p2->posx, p2->posy, p2->posz, p2->facing, false, 0, 0);
if(pGo2 == NULL)
continue;
pGo->SetByte(GAMEOBJECT_BYTES_1, GAMEOBJECT_BYTES_STATE, p->state);
pGo2->SetByte(GAMEOBJECT_BYTES_1, GAMEOBJECT_BYTES_STATE, p2->state);
pGo->SetUInt32Value(GAMEOBJECT_FLAGS, p->flags);
pGo2->SetUInt32Value(GAMEOBJECT_FLAGS, p2->flags);
pGo->SetUInt32Value(GAMEOBJECT_FACTION, p->faction);
pGo2->SetUInt32Value(GAMEOBJECT_FACTION, p2->faction);
for(uint32 j = 0; j < 4; ++j)
{
pGo->SetFloatValue(GAMEOBJECT_ROTATION + j, p->orientation[j]);
pGo2->SetFloatValue(GAMEOBJECT_ROTATION + j, p2->orientation[j]);
}
// now make his script
pGo->SetScript(new HellfirePeninsulaBannerAI(pGo));
((HellfirePeninsulaBannerAI*)pGo->GetScript())->pBanner = pGo2;
pGo->PushToWorld(pmgr);
pGo2->PushToWorld(pmgr);
pGo->GetScript()->OnSpawn();
printf("Spawned gameobject entry %u for world pvp on hellfire.\n", p->entry);
}
}
示例2: TFSpawnObjects
void TFSpawnObjects(shared_ptr<MapMgr> pmgr)
{
if(!pmgr || pmgr->GetMapId() != 530)
return;
const static sgodata godata[] =
{
{ 183104, -3081.65f, 5335.03f, 17.1853f, -2.14675f, 0, 0, 0.878817f, -0.477159f, 1, 32, 0, 1 },
{ 183411, -2939.9f, 4788.73f, 18.987f, 2.77507f, 0, 0, 0.983255f, 0.182236f, 1, 32, 0, 1 },
{ 183412, -3174.94f, 4440.97f, 16.2281f, 1.86750f, 0, 0, 0.803857f, 0.594823f, 1, 32, 0, 1 },
{ 183413, -3603.31f, 4529.15f, 20.9077f, 0.994838f, 0, 0, 0.477159f, 0.878817f, 1, 32, 0, 1 },
{ 183414, -3812.37f, 4899.3f, 17.7249f, 0.087266f, 0, 0, 0.043619f, 0.999048f, 1, 32, 0, 1 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
};
uint32 i;
const sgodata* p;
for(i = 0; i < 5; ++i)
{
p = &godata[i];
GameObjectPointer pGo = NULLGOB;
pGo = pmgr->GetInterface()->SpawnGameObject(p->entry, p->posx, p->posy, p->posz, p->facing, false, 0, 0);
if(!pGo)
continue;
pGo->SetByte(GAMEOBJECT_BYTES_1, GAMEOBJECT_BYTES_STATE, p->state);
pGo->SetUInt32Value(GAMEOBJECT_FLAGS, p->flags);
pGo->SetUInt32Value(GAMEOBJECT_FACTION, p->faction);
for(uint32 j = 0; j < 4; ++j)
{
pGo->SetFloatValue(GAMEOBJECT_ROTATION + j, p->orientation[j]);
}
// now make his script
pGo->SetScript(new TerokkarForestBannerAI(pGo));
pGo->PushToWorld(pmgr);
pGo->GetScript()->OnSpawn();
}
}
示例3: HandleGOEnable
bool ChatHandler::HandleGOEnable(const char *args, WorldSession *m_session)
{
GameObjectPointer GObj = NULLGOB;
GObj = m_session->GetPlayer()->m_GM_SelectedGO;
if( !GObj )
{
RedSystemMessage(m_session, "No selected GameObject...");
return true;
}
if(GObj->GetUInt32Value(GAMEOBJECT_DYNAMIC) == 1)
{
// Deactivate
GObj->SetUInt32Value(GAMEOBJECT_DYNAMIC, 0);
} else {
// /Activate
GObj->SetUInt32Value(GAMEOBJECT_DYNAMIC, 1);
}
BlueSystemMessage(m_session, "Gameobject activate/deactivated.");
return true;
}
示例4: HandleGOActivate
bool ChatHandler::HandleGOActivate(const char* args, WorldSession *m_session)
{
GameObjectPointer GObj = NULLGOB;
GObj = m_session->GetPlayer()->m_GM_SelectedGO;
if( !GObj )
{
RedSystemMessage(m_session, "No selected GameObject...");
return true;
}
if(GObj->GetByte(GAMEOBJECT_BYTES_1, GAMEOBJECT_BYTES_STATE) == 1)
{
// Close/Deactivate
GObj->SetByte(GAMEOBJECT_BYTES_1,GAMEOBJECT_BYTES_STATE, 0);
GObj->SetUInt32Value(GAMEOBJECT_FLAGS, (GObj->GetUInt32Value(GAMEOBJECT_FLAGS)-1));
} else {
// Open/Activate
GObj->SetByte(GAMEOBJECT_BYTES_1,GAMEOBJECT_BYTES_STATE, 1);
GObj->SetUInt32Value(GAMEOBJECT_FLAGS, (GObj->GetUInt32Value(GAMEOBJECT_FLAGS)+1));
}
BlueSystemMessage(m_session, "Gameobject opened/closed.");
return true;
}
示例5: OnActivate
void OnActivate(PlayerPointer pPlayer)
{
CreaturePointer Ulag = NULLCREATURE;
GameObjectPointer pDoor = NULLGOB;
Ulag = pPlayer->GetMapMgr()->GetInterface()->GetCreatureNearestCoords(2390.101807f, 336.676788f, 40.015614f, 6390);
pDoor = pPlayer->GetMapMgr()->GetInterface()->GetGameObjectNearestCoords(2388.480029f, 338.3901f, 40.092899f, 176594);
QuestLogEntry * en = pPlayer->GetQuestLogForEntry(1819);
if(!en || pDoor==NULL || Ulag)
return;
CreaturePointer NewCreature = pPlayer->GetMapMgr()->GetInterface()->SpawnCreature(6390, 2390.101807f, 336.676788f, 40.015614f, 2.259590f, true, false, 0, 0);
if ( NewCreature != NULL )
{
NewCreature->Despawn(180000, 0);
NewCreature->GetAIInterface()->SetNextTarget(pPlayer);
NewCreature->GetAIInterface()->AttackReaction(pPlayer, 1);
pDoor->SetUInt32Value(GAMEOBJECT_FLAGS, 33);
pDoor->SetByte(GAMEOBJECT_BYTES_1, 0, 0);
};
}