本文整理汇总了C++中instance_icecrown_citadel::DoUseDoorOrButton方法的典型用法代码示例。如果您正苦于以下问题:C++ instance_icecrown_citadel::DoUseDoorOrButton方法的具体用法?C++ instance_icecrown_citadel::DoUseDoorOrButton怎么用?C++ instance_icecrown_citadel::DoUseDoorOrButton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instance_icecrown_citadel
的用法示例。
在下文中一共展示了instance_icecrown_citadel::DoUseDoorOrButton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: MovementInform
void MovementInform(uint32 uiMoveType, uint32 uiPointId) override
{
if (uiMoveType != POINT_MOTION_TYPE)
return;
if (uiPointId == POINT_ID_EVADE)
{
m_creature->SetFacingTo(fIntroPosition[3]);
if (m_pInstance)
m_pInstance->SetData(TYPE_DEATHBRINGER_SAURFANG, FAIL);
}
else if (uiPointId == POINT_ID_INTRO)
{
if (m_pInstance)
m_pInstance->DoUseDoorOrButton(GO_SAURFANG_DOOR);
// Note: this should be done only after the intro event is finished
// ToDo: move this to the proper place after the intro will be implemented
// Also the faction needs to be checked if it should be handled in database
m_creature->setFaction(FACTION_ID_UNDEAD);
m_creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE | UNIT_FLAG_PASSIVE);
m_creature->SetInCombatWithZone();
}
}
示例2: MoveInLineOfSight
void MoveInLineOfSight(Unit* pWho) override
{
if (!m_bIsIntroDone && pWho->GetTypeId() == TYPEID_PLAYER && !((Player*)pWho)->isGameMaster() && m_creature->GetDistance2d(pWho) < 50.0f)
{
m_creature->GetMotionMaster()->MovePoint(POINT_ID_INTRO, fIntroPosition[0], fIntroPosition[1], fIntroPosition[2]);
if (m_pInstance)
m_pInstance->DoUseDoorOrButton(GO_SAURFANG_DOOR);
m_bIsIntroDone = true;
}
ScriptedAI::MoveInLineOfSight(pWho);
}
示例3: MovementInform
void MovementInform(uint32 uiMoveType, uint32 uiPointId) override
{
if (uiMoveType != POINT_MOTION_TYPE)
return;
if (uiPointId == POINT_ID_INTRO)
{
if (m_pInstance)
m_pInstance->DoUseDoorOrButton(GO_SAURFANG_DOOR);
// Note: this should be done only after the intro event is finished
// ToDo: move this to the proper place after the intro will be implemented
// Also the faction needs to be checked if it should be handled in database
m_creature->SetFactionTemporary(FACTION_ID_UNDEAD, TEMPFACTION_NONE);
m_creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE | UNIT_FLAG_PASSIVE | UNIT_FLAG_OOC_NOT_ATTACKABLE);
m_creature->SetRespawnCoord(m_creature->GetPositionX(), m_creature->GetPositionY(), m_creature->GetPositionZ(), m_creature->GetOrientation());
}
}