本文整理汇总了C++中P_CHAR::MakeInvulnerable方法的典型用法代码示例。如果您正苦于以下问题:C++ P_CHAR::MakeInvulnerable方法的具体用法?C++ P_CHAR::MakeInvulnerable怎么用?C++ P_CHAR::MakeInvulnerable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P_CHAR
的用法示例。
在下文中一共展示了P_CHAR::MakeInvulnerable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: doubleclick
//.........这里部分代码省略.........
case 0: pc->playSFX(0x0031); break;
case 1: pc->playSFX(0x0030); break;
}
pi->ReduceAmount(1);
pc->sysmsg( TRANSLATE("Gulp !"));
return;
case ITYPE_GUILDSTONE:
if ( pi->getId() == 0x14F0 || pi->getId() == 0x1869 ) // Check for Deed/Teleporter + Guild Type
{
pc->fx1 = DEREF_P_ITEM(pi);
Guilds->StonePlacement(s);
return;
}
else if (pi->getId() == 0x0ED5) // Check for Guildstone + Guild Type
{
pc->fx1 = DEREF_P_ITEM(pi);
Guilds->Menu(s, 1);
return;
}
else
WarnOut("Unhandled guild item type named: %s with ID of: %X\n", pi->getCurrentNameC(), pi->getId());
return;
case ITYPE_PLAYER_VENDOR_DEED: // PlayerVendors deed
{
P_CHAR vendor = npcs::AddNPCxyz(-1, 2117, charpos.x, charpos.y, charpos.z);
if ( !ISVALIDPC(vendor) )
{
WarnOut("npc-script couldnt find vendor !\n");
return;
}
los = 0;
vendor->npcaitype = NPCAI_PLAYERVENDOR;
vendor->MakeInvulnerable();
vendor->unHide();
vendor->stealth=INVALID;
vendor->dir = pc->dir;
vendor->npcWander = WANDER_NOMOVE;
vendor->SetInnocent();
vendor->setOwnerSerial32( pc->getSerial32() );
vendor->tamed = false;
pi->Delete();
vendor->teleport();
char temp[TEMP_STR_SIZE]; //xan -> this overrides the global temp var
sprintf( temp, TRANSLATE("Hello sir! My name is %s and i will be working for you."), vendor->getCurrentNameC());
vendor->talk(s, temp, 0);
return;
}
case ITYPE_TREASURE_MAP:
Skills::Decipher(pi, s);
return;
case ITYPE_DECIPHERED_MAP:
map1[ 1] = map2[1] = map3[1] = pi->getSerial().ser1;
map1[ 2] = map2[2] = map3[2] = pi->getSerial().ser2;
map1[ 3] = map2[3] = map3[3] = pi->getSerial().ser3;
map1[ 4] = map2[4] = map3[4] = pi->getSerial().ser4;
map1[ 7] = pi->more1; // Assign topleft x
map1[ 8] = pi->more2;
map1[ 9] = pi->more3; // Assign topleft y
map1[10] = pi->more4;
map1[11] = pi->moreb1; // Assign lowright x
map1[12] = pi->moreb2;
map1[13] = pi->moreb3; // Assign lowright y
map1[14] = pi->moreb4;