本文整理汇总了C++中WorldLocation::GetPositionZ方法的典型用法代码示例。如果您正苦于以下问题:C++ WorldLocation::GetPositionZ方法的具体用法?C++ WorldLocation::GetPositionZ怎么用?C++ WorldLocation::GetPositionZ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WorldLocation
的用法示例。
在下文中一共展示了WorldLocation::GetPositionZ方法的3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: SendSpiritResurrect
void WorldSession::SendSpiritResurrect()
{
_player->ResurrectPlayer(0.5f, true);
_player->DurabilityLossAll(0.25f, true);
// get corpse nearest graveyard
WorldSafeLocsEntry const* corpseGrave = NULL;
WorldLocation corpseLocation = _player->GetCorpseLocation();
if (_player->HasCorpse())
{
corpseGrave = sObjectMgr->GetClosestGraveYard(corpseLocation.GetPositionX(), corpseLocation.GetPositionY(),
corpseLocation.GetPositionZ(), corpseLocation.GetMapId(), _player->GetTeam());
}
// now can spawn bones
_player->SpawnCorpseBones();
// teleport to nearest from corpse graveyard, if different from nearest to player ghost
if (corpseGrave)
{
WorldSafeLocsEntry const* ghostGrave = sObjectMgr->GetClosestGraveYard(
_player->GetPositionX(), _player->GetPositionY(), _player->GetPositionZ(), _player->GetMapId(), _player->GetTeam());
if (corpseGrave != ghostGrave)
_player->TeleportTo(corpseGrave->map_id, corpseGrave->x, corpseGrave->y, corpseGrave->z, _player->GetOrientation());
// or update at original position
else
_player->UpdateObjectVisibility();
}
// or update at original position
else
_player->UpdateObjectVisibility();
}
示例2: CheckElevation
SpellCastResult CheckElevation()
{
Unit* caster = GetCaster();
WorldLocation* dest = const_cast<WorldLocation*>(GetExplTargetDest());
if (!dest)
return SPELL_FAILED_DONT_REPORT;
if (dest->GetPositionZ() > caster->GetPositionZ() + 5.0f)
return SPELL_FAILED_NOPATH;
else if (caster->HasAuraType(SPELL_AURA_MOD_ROOT))
return SPELL_FAILED_ROOTED;
return SPELL_CAST_OK;
}
示例3: HandleCorpseQueryOpcode
void WorldSession::HandleCorpseQueryOpcode(WorldPacket & /*recvData*/)
{
if (!_player->HasCorpse())
{
WorldPacket data(MSG_CORPSE_QUERY, 1);
data << uint8(0); // corpse not found
SendPacket(&data);
return;
}
WorldLocation corpseLocation = _player->GetCorpseLocation();
uint32 corpseMapID = corpseLocation.GetMapId();
uint32 mapID = corpseLocation.GetMapId();
float x = corpseLocation.GetPositionX();
float y = corpseLocation.GetPositionY();
float z = corpseLocation.GetPositionZ();
// if corpse at different map
if (mapID != _player->GetMapId())
{
// search entrance map for proper show entrance
if (MapEntry const* corpseMapEntry = sMapStore.LookupEntry(mapID))
{
if (corpseMapEntry->IsDungeon() && corpseMapEntry->entrance_map >= 0)
{
// if corpse map have entrance
if (Map const* entranceMap = sMapMgr->CreateBaseMap(corpseMapEntry->entrance_map))
{
mapID = corpseMapEntry->entrance_map;
x = corpseMapEntry->entrance_x;
y = corpseMapEntry->entrance_y;
z = entranceMap->GetHeight(GetPlayer()->GetPhaseMask(), x, y, MAX_HEIGHT);
}
}
}
}
WorldPacket data(MSG_CORPSE_QUERY, 1+(6*4));
data << uint8(1); // corpse found
data << int32(mapID);
data << float(x);
data << float(y);
data << float(z);
data << int32(corpseMapID);
data << uint32(0); // unknown
SendPacket(&data);
}