本文整理汇总了C++中Map::GetGameObject方法的典型用法代码示例。如果您正苦于以下问题:C++ Map::GetGameObject方法的具体用法?C++ Map::GetGameObject怎么用?C++ Map::GetGameObject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Map
的用法示例。
在下文中一共展示了Map::GetGameObject方法的14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: DelObject
bool OPvPCapturePoint::DelObject(uint32 type)
{
if(!m_Objects[type])
return false;
Map* map = sMapMgr.FindMap(530);
if(!map)
{
m_Objects[type] = 0;
return false;
}
GameObject *obj = map->GetGameObject(m_Objects[type]);
if(!obj)
{
m_Objects[type] = 0;
return false;
}
uint32 guid = obj->GetDBTableGUIDLow();
obj->SetRespawnTime(0); // not save respawn time
obj->Delete();
sObjectMgr.DeleteGOData(guid);
m_ObjectTypes[m_Objects[type]] = 0;
m_Objects[type] = 0;
return true;
}
示例2: RespawnFlagAfterDrop
void BattleGroundWS::RespawnFlagAfterDrop(uint32 team)
{
if (GetStatus() != STATUS_IN_PROGRESS)
return;
RespawnFlag(team,false);
if (team == ALLIANCE)
{
SpawnBGObject(BG_WS_OBJECT_A_FLAG, RESPAWN_IMMEDIATELY);
SendMessageToAll(GetTrinityString(LANG_BG_WS_ALLIANCE_FLAG_RESPAWNED));
}
else
{
SpawnBGObject(BG_WS_OBJECT_H_FLAG, RESPAWN_IMMEDIATELY);
SendMessageToAll(GetTrinityString(LANG_BG_WS_HORDE_FLAG_RESPAWNED));
}
PlaySoundToAll(BG_WS_SOUND_FLAGS_RESPAWNED);
Map * tmpMap = GetMap();
if (!tmpMap)
return;
GameObject *obj = tmpMap->GetGameObject(GetDroppedFlagGUID(team));
if (obj)
obj->Delete();
else
sLog.outLog(LOG_DEFAULT, "ERROR: unknown droped flag bg, guid: %u",GUID_LOPART(GetDroppedFlagGUID(team)));
SetDroppedFlagGUID(0,team);
m_BothFlagsKept = false;
}
示例3: DelCapturePoint
bool OutdoorPvPObjective::DelCapturePoint()
{
Map* map = m_PvP->GetMap();
if (m_CapturePoint)
{
GameObject *obj = map->GetGameObject(m_CapturePoint);
if (obj)
{
obj->SetRespawnTime(0); // not save respawn time
obj->Delete();
}
m_CapturePoint = 0;
}
if (m_CapturePointCreature)
{
Creature *cr = map->GetCreature(m_CapturePointCreature);
if (cr)
cr->AddObjectToRemoveList();
m_CapturePointCreature = 0;
}
return true;
}
示例4: DespawnBGObject
void BattleGroundDS::DespawnBGObject(uint64 const& guid)
{
Map* map = GetBgMap();
GameObject *obj = map->GetGameObject(guid);
if(obj)
obj->Delete();
}
示例5: SummonGO
void OutdoorPvPObjectiveEP_NPT::SummonGO(uint32 team)
{
DelObject(EP_NPT_BUFF);
AddObject(EP_NPT_BUFF,EP_NPT_LordaeronShrine.entry,EP_NPT_LordaeronShrine.map,EP_NPT_LordaeronShrine.x,EP_NPT_LordaeronShrine.y,EP_NPT_LordaeronShrine.z,EP_NPT_LordaeronShrine.o,EP_NPT_LordaeronShrine.rot0,EP_NPT_LordaeronShrine.rot1,EP_NPT_LordaeronShrine.rot2,EP_NPT_LordaeronShrine.rot3);
Map* map = m_PvP->GetMap();
GameObject * go = map->GetGameObject(m_Objects[EP_NPT_BUFF]);
if(go)
{
go->SetUInt32Value(GAMEOBJECT_FACTION,(team == ALLIANCE ? 84 : 83));
}
}
示例6: OnDuelStart
void OnDuelStart(Player* firstplayer, Player* secondplayer) override
{
Map* map = firstplayer->GetMap();
if (map->IsDungeon())
return;
// Duel flag is used as duel center point
GameObject* go = map->GetGameObject(ObjectGuid(firstplayer->GetUInt64Value(PLAYER_DUEL_ARBITER)));
if (!go)
return;
// Get players from 100 yard radius ( duel radius is 40-50 yd )
std::list<Player*> playerList;
Trinity::AnyPlayerInObjectRangeCheck checker(go, 100.0f);
Trinity::PlayerListSearcher<Trinity::AnyPlayerInObjectRangeCheck> searcher(go, playerList, checker);
go->VisitNearbyWorldObject(100.0f, searcher);
// insert players' phases to used phases, ignore GMs
uint32 usedPhases = 0;
if (!playerList.empty())
for (std::list<Player*>::const_iterator it = playerList.begin(); it != playerList.end(); ++it)
if (!(*it)->IsGameMaster())
usedPhases |= (*it)->GetPhaseMask();
// loop all unique phases
for (uint32 phase = 2; phase <= ULONG_MAX / 2; phase *= 2)
{
// If phase in use, skip
if (usedPhases & phase)
continue;
// Phase players & pets, dont update visibility yet
firstplayer->SetPhaseMask(phase, false);
secondplayer->SetPhaseMask(phase, false);
// Phase duel flag
go->SetPhaseMask(phase, true);
// Update visibility here so pets will be phased and wont despawn
firstplayer->UpdateObjectVisibility();
secondplayer->UpdateObjectVisibility();
return;
}
// Couldnt find free unique phase
firstplayer->GetSession()->SendNotification("There are no free phases");
secondplayer->GetSession()->SendNotification("There are no free phases");
}
示例7: DelObject
bool OutdoorPvPObjective::DelObject(uint32 type)
{
if (!m_Objects[type])
return false;
Map* map = m_PvP->GetMap();
GameObject *obj = map->GetGameObject(m_Objects[type]);
if (!obj)
{
sLog.outError("OutdoorPvPObjective: Can't find gobject guid: %u", GUID_LOPART(m_Objects[type]));
return false;
}
obj->SetRespawnTime(0); // not save respawn time
obj->Delete();
m_ObjectTypes[m_Objects[type]] = 0;
m_Objects[type] = 0;
return true;
}
示例8: HandleCaptureCreaturePlayerMoveInLos
bool OutdoorPvPObjective::HandleCaptureCreaturePlayerMoveInLos(Player * p, Creature * c)
{
// check if guid matches
if(c->GetGUID() != m_CapturePointCreature)
return false;
// check if capture point go is spawned
Map* map = m_PvP->GetMap();
GameObject * cp = map->GetGameObject(m_CapturePoint);
if(!cp)
return false;
// check range and activity
if(cp->IsWithinDistInMap(p,cp->GetGOInfo()->raw.data[0]) && p->IsOutdoorPvPActive())
// data[8] will be used for player enter
return HandleCapturePointEvent(p, cp->GetGOInfo()->raw.data[8]); //i_objective->HandlePlayerEnter((Player*)u);
else
// data[9] will be used for player leave
return HandleCapturePointEvent(p, cp->GetGOInfo()->raw.data[9]); //i_objective->HandlePlayerLeave((Player*)u);
}
示例9: Execute
bool UseMeetingStoneAction::Execute(Event event)
{
Player* master = GetMaster();
if (!master)
return false;
WorldPacket p(event.getPacket());
p.rpos(0);
ObjectGuid guid;
p >> guid;
if (master->GetSelectedPlayer() && master->GetSelectedPlayer() != bot)
return false;
if (!master->GetSelectedPlayer() && master->GetGroup() != bot->GetGroup())
return false;
if (master->IsBeingTeleported())
return false;
if (bot->IsInCombat())
{
ai->TellMasterNoFacing("I am in combat");
return false;
}
Map* map = master->GetMap();
if (!map)
return NULL;
GameObject *gameObject = map->GetGameObject(guid);
if (!gameObject)
return false;
const GameObjectTemplate* goInfo = gameObject->GetGOInfo();
if (!goInfo || goInfo->type != GAMEOBJECT_TYPE_SUMMONING_RITUAL)
return false;
return Teleport();
}
示例10: SpawnBGObject
void BattleGround::SpawnBGObject(ObjectGuid guid, uint32 respawntime)
{
Map* map = GetBgMap();
GameObject* obj = map->GetGameObject(guid);
if (!obj)
return;
if (respawntime == 0)
{
// we need to change state from GO_JUST_DEACTIVATED to GO_READY in case battleground is starting again
if (obj->getLootState() == GO_JUST_DEACTIVATED)
obj->SetLootState(GO_READY);
obj->SetRespawnTime(0);
map->Add(obj);
}
else
{
map->Add(obj);
obj->SetRespawnTime(respawntime);
obj->SetLootState(GO_JUST_DEACTIVATED);
}
}
示例11: Update
bool OutdoorPvPObjectiveEP_PWT::Update(uint32 diff)
{
if(OutdoorPvPObjective::Update(diff))
{
if(m_OldState != m_State || fabs(m_ShiftPhase) == m_ShiftMaxPhase) // state won't change, only phase when maxed out!
{
// if changing from controlling alliance to horde or vice versa
if( m_OldState == OBJECTIVESTATE_ALLIANCE )
{
sWorld.SendZoneText(EP_GraveYardZone,objmgr.GetMangosString(LANG_OPVP_EP_LOOSE_PWT_A,-1));
((OutdoorPvPEP*)m_PvP)->EP_Controls[EP_PWT] = 0;
}
else if ( m_OldState == OBJECTIVESTATE_HORDE )
{
sWorld.SendZoneText(EP_GraveYardZone,objmgr.GetMangosString(LANG_OPVP_EP_LOOSE_PWT_H,-1));
((OutdoorPvPEP*)m_PvP)->EP_Controls[EP_PWT] = 0;
}
uint8 artkit = 21;
switch(m_State)
{
case OBJECTIVESTATE_ALLIANCE:
if(m_ShiftPhase == m_ShiftMaxPhase)
{
m_TowerState = EP_TS_A;
SummonFlightMaster(ALLIANCE);
}
else
m_TowerState = EP_TS_A_P;
artkit = 2;
((OutdoorPvPEP*)m_PvP)->EP_Controls[EP_PWT] = ALLIANCE;
sWorld.SendZoneText(EP_GraveYardZone,objmgr.GetMangosString(LANG_OPVP_EP_CAPTURE_PWT_A,-1));
break;
case OBJECTIVESTATE_HORDE:
if(m_ShiftPhase == -m_ShiftMaxPhase)
{
m_TowerState = EP_TS_H;
SummonFlightMaster(HORDE);
}
else
m_TowerState = EP_TS_H_P;
artkit = 1;
((OutdoorPvPEP*)m_PvP)->EP_Controls[EP_PWT] = HORDE;
sWorld.SendZoneText(EP_GraveYardZone,objmgr.GetMangosString(LANG_OPVP_EP_CAPTURE_PWT_H,-1));
break;
case OBJECTIVESTATE_NEUTRAL:
m_TowerState = EP_TS_N;
DelCreature(EP_PWT_FLIGHTMASTER);
break;
case OBJECTIVESTATE_NEUTRAL_ALLIANCE_CHALLENGE:
case OBJECTIVESTATE_HORDE_ALLIANCE_CHALLENGE:
m_TowerState = EP_TS_N_A;
break;
case OBJECTIVESTATE_NEUTRAL_HORDE_CHALLENGE:
case OBJECTIVESTATE_ALLIANCE_HORDE_CHALLENGE:
m_TowerState = EP_TS_N_H;
break;
}
Map* map = m_PvP->GetMap();
GameObject* flag = map->GetGameObject(m_CapturePoint);
GameObject* flag2 = map->GetGameObject(m_Objects[EP_PWT_FLAGS]);
if(flag)
flag->SetGoArtKit(artkit);
if(flag2)
flag2->SetGoArtKit(artkit);
UpdateTowerState();
// complete quest objective
if(m_TowerState == EP_TS_A || m_TowerState == EP_TS_H)
SendObjectiveComplete(EP_PWT_CM, 0);
}
if(m_ShiftPhase != m_OldPhase)
{
// send this too, sometimes the slider disappears, dunno why :(
SendUpdateWorldState(EP_UI_TOWER_SLIDER_DISPLAY, 1);
// send these updates to only the ones in this objective
uint32 phase = (uint32)ceil(( m_ShiftPhase + m_ShiftMaxPhase) / ( 2 * m_ShiftMaxPhase ) * 100.0f);
SendUpdateWorldState(EP_UI_TOWER_SLIDER_POS, phase);
// send this too, sometimes it resets :S
SendUpdateWorldState(EP_UI_TOWER_SLIDER_N, m_NeutralValue);
}
return true;
}
return false;
}
示例12: Update
bool OutdoorPvPObjectiveHP::Update(uint32 diff)
{
// if status changed:
if(OutdoorPvPObjective::Update(diff))
{
if(m_OldState != m_State)
{
uint32 field = 0;
switch(m_OldState)
{
case OBJECTIVESTATE_NEUTRAL:
field = HP_MAP_N[m_TowerType];
break;
case OBJECTIVESTATE_ALLIANCE:
field = HP_MAP_A[m_TowerType];
if(((OutdoorPvPHP*)m_PvP)->m_AllianceTowersControlled)
((OutdoorPvPHP*)m_PvP)->m_AllianceTowersControlled--;
sWorld.SendZoneText(OutdoorPvPHPBuffZones[0],objmgr.GetMangosString(HP_LANG_LOOSE_A[m_TowerType],-1));
break;
case OBJECTIVESTATE_HORDE:
field = HP_MAP_H[m_TowerType];
if(((OutdoorPvPHP*)m_PvP)->m_HordeTowersControlled)
((OutdoorPvPHP*)m_PvP)->m_HordeTowersControlled--;
sWorld.SendZoneText(OutdoorPvPHPBuffZones[0],objmgr.GetMangosString(HP_LANG_LOOSE_H[m_TowerType],-1));
break;
case OBJECTIVESTATE_NEUTRAL_ALLIANCE_CHALLENGE:
field = HP_MAP_N[m_TowerType];
break;
case OBJECTIVESTATE_NEUTRAL_HORDE_CHALLENGE:
field = HP_MAP_N[m_TowerType];
break;
case OBJECTIVESTATE_ALLIANCE_HORDE_CHALLENGE:
field = HP_MAP_A[m_TowerType];
break;
case OBJECTIVESTATE_HORDE_ALLIANCE_CHALLENGE:
field = HP_MAP_H[m_TowerType];
break;
}
// send world state update
if(field)
{
m_PvP->SendUpdateWorldState(field, 0);
field = 0;
}
uint8 artkit = 21;
uint8 artkit2 = HP_TowerArtKit_N[m_TowerType];
switch(m_State)
{
case OBJECTIVESTATE_NEUTRAL:
field = HP_MAP_N[m_TowerType];
break;
case OBJECTIVESTATE_ALLIANCE:
field = HP_MAP_A[m_TowerType];
artkit = 2;
artkit2 = HP_TowerArtKit_A[m_TowerType];
if(((OutdoorPvPHP*)m_PvP)->m_AllianceTowersControlled<3)
((OutdoorPvPHP*)m_PvP)->m_AllianceTowersControlled++;
sWorld.SendZoneText(OutdoorPvPHPBuffZones[0],objmgr.GetMangosString(HP_LANG_CAPTURE_A[m_TowerType],-1));
break;
case OBJECTIVESTATE_HORDE:
field = HP_MAP_H[m_TowerType];
artkit = 1;
artkit2 = HP_TowerArtKit_H[m_TowerType];
if(((OutdoorPvPHP*)m_PvP)->m_HordeTowersControlled<3)
((OutdoorPvPHP*)m_PvP)->m_HordeTowersControlled++;
sWorld.SendZoneText(OutdoorPvPHPBuffZones[0],objmgr.GetMangosString(HP_LANG_CAPTURE_H[m_TowerType],-1));
break;
case OBJECTIVESTATE_NEUTRAL_ALLIANCE_CHALLENGE:
field = HP_MAP_N[m_TowerType];
break;
case OBJECTIVESTATE_NEUTRAL_HORDE_CHALLENGE:
field = HP_MAP_N[m_TowerType];
break;
case OBJECTIVESTATE_ALLIANCE_HORDE_CHALLENGE:
field = HP_MAP_A[m_TowerType];
artkit = 2;
artkit2 = HP_TowerArtKit_A[m_TowerType];
break;
case OBJECTIVESTATE_HORDE_ALLIANCE_CHALLENGE:
field = HP_MAP_H[m_TowerType];
artkit = 1;
artkit2 = HP_TowerArtKit_H[m_TowerType];
break;
}
Map* map = m_PvP->GetMap();
GameObject* flag = map->GetGameObject(m_CapturePoint);
GameObject* flag2 = map->GetGameObject(m_Objects[m_TowerType]);
if(flag)
flag->SetGoArtKit(artkit);
if(flag2)
flag2->SetGoArtKit(artkit2);
// send world state update
if(field)
m_PvP->SendUpdateWorldState(field, 1);
// complete quest objective
if(m_State == OBJECTIVESTATE_ALLIANCE || m_State == OBJECTIVESTATE_HORDE)
//.........这里部分代码省略.........
示例13: Update
bool OutdoorPvPObjectiveNA::Update(uint32 diff)
{
// let the controlling faction advance in phase
bool capturable = false;
if(m_ControllingFaction == ALLIANCE && m_AllianceActivePlayerCount > m_HordeActivePlayerCount)
capturable = true;
else if(m_ControllingFaction == HORDE && m_AllianceActivePlayerCount < m_HordeActivePlayerCount)
capturable = true;
if(m_GuardCheckTimer < diff)
{
m_GuardCheckTimer = NA_GUARD_CHECK_TIME;
uint32 cnt = GetAliveGuardsCount();
if(cnt != m_GuardsAlive)
{
m_GuardsAlive = cnt;
if(m_GuardsAlive == 0)
m_capturable = true;
// update the guard count for the players in zone
m_PvP->SendUpdateWorldState(NA_UI_GUARDS_LEFT,m_GuardsAlive);
}
} else m_GuardCheckTimer -= diff;
if((m_capturable || capturable) && OutdoorPvPObjective::Update(diff))
{
if(m_RespawnTimer < diff)
{
// if the guards have been killed, then the challenger has one hour to take over halaa.
// in case they fail to do it, the guards are respawned, and they have to start again.
if(m_ControllingFaction)
FactionTakeOver(m_ControllingFaction);
m_RespawnTimer = NA_RESPAWN_TIME;
} else m_RespawnTimer -= diff;
if(m_OldState != m_State)
{
uint8 artkit = 21;
switch(m_State)
{
case OBJECTIVESTATE_NEUTRAL:
m_HalaaState = HALAA_N;
break;
case OBJECTIVESTATE_ALLIANCE:
m_HalaaState = HALAA_A;
FactionTakeOver(ALLIANCE);
artkit = 2;
break;
case OBJECTIVESTATE_HORDE:
m_HalaaState = HALAA_H;
FactionTakeOver(HORDE);
artkit = 1;
break;
case OBJECTIVESTATE_NEUTRAL_ALLIANCE_CHALLENGE:
m_HalaaState = HALAA_N_A;
break;
case OBJECTIVESTATE_NEUTRAL_HORDE_CHALLENGE:
m_HalaaState = HALAA_N_H;
break;
case OBJECTIVESTATE_ALLIANCE_HORDE_CHALLENGE:
m_HalaaState = HALAA_N_A;
artkit = 2;
break;
case OBJECTIVESTATE_HORDE_ALLIANCE_CHALLENGE:
m_HalaaState = HALAA_N_H;
artkit = 1;
break;
}
Map* map = m_PvP->GetMap();
GameObject* flag = map->GetGameObject(m_CapturePoint);
if(flag)
flag->SetGoArtKit(artkit);
UpdateHalaaWorldState();
}
if(m_ShiftPhase != m_OldPhase)
{
// send this too, sometimes the slider disappears, dunno why :(
SendUpdateWorldState(NA_UI_TOWER_SLIDER_DISPLAY, 1);
// send these updates to only the ones in this objective
uint32 phase = (uint32)ceil(( m_ShiftPhase + m_ShiftMaxPhase) / ( 2 * m_ShiftMaxPhase ) * 100.0f);
SendUpdateWorldState(NA_UI_TOWER_SLIDER_POS, phase);
SendUpdateWorldState(NA_UI_TOWER_SLIDER_N, m_NeutralValue);
}
return true;
}
return false;
}
示例14: EventPlayerClickedOnFlag
/* Invoked if a player used a banner as a gameobject */
void BattleGroundAB::EventPlayerClickedOnFlag(Player *source, GameObject* /*target_obj*/)
{
if (GetStatus() != STATUS_IN_PROGRESS)
return;
uint8 node = BG_AB_NODE_STABLES;
Map * tmpMap = source->GetMap();
GameObject* obj = tmpMap->GetGameObject(m_BgObjects[node*8+7]);
while ((node < BG_AB_DYNAMIC_NODES_COUNT) && ((!obj) || (!source->IsWithinDistInMap(obj,10))))
{
++node;
obj = tmpMap->GetGameObject(m_BgObjects[node*8+BG_AB_OBJECT_AURA_CONTESTED]);
}
if (node == BG_AB_DYNAMIC_NODES_COUNT)
{
// this means our player isn't close to any of banners - maybe cheater ??
return;
}
uint8 teamIndex = GetTeamIndexByTeamId(source->GetBGTeam());
// Message to chatlog
char buf[256];
uint8 type = (teamIndex == 0) ? CHAT_MSG_BG_SYSTEM_ALLIANCE : CHAT_MSG_BG_SYSTEM_HORDE;
// Check if player really could use this banner, not cheated
if (!(m_Nodes[node] == 0 || teamIndex == m_Nodes[node]%2))
return;
source->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT);
uint32 sound = 0;
// If node is neutral, change to contested
if (m_Nodes[node] == BG_AB_NODE_TYPE_NEUTRAL)
{
UpdatePlayerScore(source, SCORE_BASES_ASSAULTED, 1);
m_prevNodes[node] = m_Nodes[node];
m_Nodes[node] = teamIndex + 1;
// burn current neutral banner
_DelBanner(node, BG_AB_NODE_TYPE_NEUTRAL, 0);
// create new contested banner
_CreateBanner(node, BG_AB_NODE_TYPE_CONTESTED, teamIndex, true);
_SendNodeUpdate(node);
m_NodeTimers[node] = BG_AB_FLAG_CAPTURING_TIME;
sprintf(buf, GetTrinityString(LANG_BG_AB_NODE_CLAIMED), _GetNodeName(node), (teamIndex == 0) ? GetTrinityString(LANG_BG_AB_ALLY) : GetTrinityString(LANG_BG_AB_HORDE));
sound = SOUND_NODE_CLAIMED;
SendObjectiveComplete(BG_AB_CREDITMARKER[node], teamIndex,BG_AB_NodePositions[node][1],BG_AB_NodePositions[node][2]);
}
// If node is contested
else if ((m_Nodes[node] == BG_AB_NODE_STATUS_ALLY_CONTESTED) || (m_Nodes[node] == BG_AB_NODE_STATUS_HORDE_CONTESTED))
{
// If last state is NOT occupied, change node to enemy-contested
if (m_prevNodes[node] < BG_AB_NODE_TYPE_OCCUPIED)
{
UpdatePlayerScore(source, SCORE_BASES_ASSAULTED, 1);
m_prevNodes[node] = m_Nodes[node];
m_Nodes[node] = teamIndex + BG_AB_NODE_TYPE_CONTESTED;
// burn current contested banner
_DelBanner(node, BG_AB_NODE_TYPE_CONTESTED, !teamIndex);
// create new contested banner
_CreateBanner(node, BG_AB_NODE_TYPE_CONTESTED, teamIndex, true);
_SendNodeUpdate(node);
m_NodeTimers[node] = BG_AB_FLAG_CAPTURING_TIME;
sprintf(buf, GetTrinityString(LANG_BG_AB_NODE_ASSAULTED), _GetNodeName(node));
SendObjectiveComplete(BG_AB_CREDITMARKER[node], teamIndex,BG_AB_NodePositions[node][1],BG_AB_NodePositions[node][2]);
}
// If contested, change back to occupied
else
{
UpdatePlayerScore(source, SCORE_BASES_DEFENDED, 1);
m_prevNodes[node] = m_Nodes[node];
m_Nodes[node] = teamIndex + BG_AB_NODE_TYPE_OCCUPIED;
// burn current contested banner
_DelBanner(node, BG_AB_NODE_TYPE_CONTESTED, !teamIndex);
// create new occupied banner
_CreateBanner(node, BG_AB_NODE_TYPE_OCCUPIED, teamIndex, true);
_SendNodeUpdate(node);
m_NodeTimers[node] = 0;
_NodeOccupied(node,(teamIndex == 0) ? ALLIANCE:HORDE);
sprintf(buf, GetTrinityString(LANG_BG_AB_NODE_DEFENDED), _GetNodeName(node));
}
sound = (teamIndex == 0) ? SOUND_NODE_ASSAULTED_ALLIANCE : SOUND_NODE_ASSAULTED_HORDE;
}
// If node is occupied, change to enemy-contested
else
{
UpdatePlayerScore(source, SCORE_BASES_ASSAULTED, 1);
m_prevNodes[node] = m_Nodes[node];
m_Nodes[node] = teamIndex + BG_AB_NODE_TYPE_CONTESTED;
// burn current occupied banner
_DelBanner(node, BG_AB_NODE_TYPE_OCCUPIED, !teamIndex);
// create new contested banner
_CreateBanner(node, BG_AB_NODE_TYPE_CONTESTED, teamIndex, true);
_SendNodeUpdate(node);
_NodeDeOccupied(node);
m_NodeTimers[node] = BG_AB_FLAG_CAPTURING_TIME;
sprintf(buf, GetTrinityString(LANG_BG_AB_NODE_ASSAULTED), _GetNodeName(node));
sound = (teamIndex == 0) ? SOUND_NODE_ASSAULTED_ALLIANCE : SOUND_NODE_ASSAULTED_HORDE;
SendObjectiveComplete(BG_AB_CREDITMARKER[node], teamIndex,BG_AB_NodePositions[node][1],BG_AB_NodePositions[node][2]);
//.........这里部分代码省略.........