本文整理汇总了C++中ItemBase::EquipEffect方法的典型用法代码示例。如果您正苦于以下问题:C++ ItemBase::EquipEffect方法的具体用法?C++ ItemBase::EquipEffect怎么用?C++ ItemBase::EquipEffect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ItemBase
的用法示例。
在下文中一共展示了ItemBase::EquipEffect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: AddEffects
//This is for the various effects associated with the item
void Equipable::AddEffects()
{
ItemBase * myItemBase = g_ItemBaseMgr->GetItem(m_AuxEquipItem->GetItemTemplateID());
if (myItemBase && myItemBase->EquipEffect() > 0)
{
// Add Equip Effect
ObjectEffect Effect;
Effect.Bitmask = 0x07;
Effect.EffectDescID = myItemBase->EquipEffect();
Effect.GameID = m_Player->GameID();
Effect.Duration = 0;
Effect.TimeStamp = GetNet7TickCount();
m_EEffectID = m_Player->m_Effects.AddEffect(&Effect);
// ----
}
/*
if (m_ItemBase->m_EffectsEquip > 0)
{
// Display Equip Effect
ObjectEffect OBTOBE;
OBTOBE.Bitmask = 0x07;
OBTOBE.GameID = m_Player->GameID();
OBTOBE.EffectDescID = m_ItemBase->m_EffectsEquip;
OBTOBE.EffectID = GetNet7TickCount();
OBTOBE.TimeStamp = GetNet7TickCount();
OBTOBE.Duration = 1750;
if (m_Player->ConnectionAvailable())
{
m_Player->Connection()->SendObjectEffect(m_Player->GameID(), &OBTOBE, TRUE); // Sector Wide
}
}
*/
}