本文整理汇总了C++中instance_sunwell_plateau::SetData方法的典型用法代码示例。如果您正苦于以下问题:C++ instance_sunwell_plateau::SetData方法的具体用法?C++ instance_sunwell_plateau::SetData怎么用?C++ instance_sunwell_plateau::SetData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_sunwell_plateau
的用法示例。
在下文中一共展示了instance_sunwell_plateau::SetData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: Aggro
void Aggro(Unit* /*pWho*/) override
{
DoScriptText(SAY_EVIL_AGGRO, m_creature);
if (m_pInstance)
m_pInstance->SetData(TYPE_KALECGOS, IN_PROGRESS);
}
示例2: JustReachedHome
void JustReachedHome()
{
if (m_pInstance)
{
m_pInstance->SetData(TYPE_KILJAEDEN, FAIL);
// Reset the corrupt Sunwell aura
if (Creature* pKiljaedenController = m_pInstance->GetSingleCreatureFromStorage(NPC_KILJAEDEN_CONTROLLER))
pKiljaedenController->CastSpell(pKiljaedenController, SPELL_ANVEENA_DRAIN, true);
// Respawn Anveena if necessary
if (Creature* pAnveena = m_pInstance->GetSingleCreatureFromStorage(NPC_ANVEENA))
{
if (!pAnveena->isAlive())
pAnveena->Respawn();
}
// Despawn Kalec if already summoned
if (Creature* pKalec = m_pInstance->GetSingleCreatureFromStorage(NPC_KALECGOS, true))
pKalec->ForcedDespawn();
}
// Despawn on wipe
m_creature->ForcedDespawn();
}
示例3: JustDied
void JustDied(Unit* /*pKiller*/) override
{
DoScriptText(SAY_DEATH, m_creature);
if (m_pInstance)
m_pInstance->SetData(TYPE_FELMYST, DONE);
}
示例4: JustDied
void JustDied(Unit* pKiller)
{
if (m_pInstance)
m_pInstance->SetData(TYPE_MURU, DONE);
// Despawn summoned creatures
DespawnSummonedCreatures();
}
示例5: JustReachedHome
void JustReachedHome() override
{
if (m_pInstance)
{
m_pInstance->DoEjectSpectralPlayers();
m_pInstance->SetData(TYPE_KALECGOS, FAIL);
}
}
示例6: Aggro
void Aggro(Unit* pWho)
{
if (m_pInstance)
m_pInstance->SetData(TYPE_KILJAEDEN, IN_PROGRESS);
DoScriptText(SAY_EMERGE, m_creature);
DoCastSpellIfCan(m_creature, SPELL_BIRTH);
}
示例7: JustDied
void JustDied(Unit* /*pKiller*/) override
{
if (m_pInstance)
{
m_pInstance->DoEjectSpectralPlayers();
m_pInstance->SetData(TYPE_KALECGOS, FAIL);
}
}
示例8: JustDied
void JustDied(Unit* /*pKiller*/) override
{
if (m_pInstance)
{ m_pInstance->SetData(TYPE_MURU, DONE); }
#if defined (CLASSIC) || defined (TBC)
// Despawn summoned creatures
DespawnSummonedCreatures();
#endif
}
示例9: Aggro
void Aggro(Unit* pWho) override
{
DoCastSpellIfCan(m_creature, SPELL_NOXIOUS_FUMES);
if (m_pInstance)
m_pInstance->SetData(TYPE_FELMYST, IN_PROGRESS);
float fGroundZ = m_creature->GetMap()->GetHeight(m_creature->GetPhaseMask(), m_creature->GetPositionX(), m_creature->GetPositionY(), m_creature->GetPositionZ());
m_creature->GetMotionMaster()->MovePoint(PHASE_TRANSITION, pWho->GetPositionX(), pWho->GetPositionY(), fGroundZ, false);
m_creature->HandleEmote(EMOTE_ONESHOT_LAND);
}
示例10: MovementInform
void MovementInform(uint32 uiMotionType, uint32 uiPointId) override
{
if (uiMotionType != POINT_MOTION_TYPE)
return;
if (uiPointId)
{
if (m_pInstance)
m_pInstance->SetData(TYPE_KALECGOS, DONE);
m_creature->ForcedDespawn(1000);
}
}
示例11: JustDied
void JustDied(Unit* pKiller)
{
if (m_pInstance)
{
m_pInstance->SetData(TYPE_KILJAEDEN, DONE);
// Start the outro
if (Creature* pKiljaedenController = m_pInstance->GetSingleCreatureFromStorage(NPC_KILJAEDEN_CONTROLLER))
{
if (npc_kiljaeden_controllerAI* pControllerAI = dynamic_cast<npc_kiljaeden_controllerAI*>(pKiljaedenController->AI()))
pControllerAI->DoStartOutroDialogue();
}
}
}
示例12: JustReachedHome
void JustReachedHome()
{
if (m_pInstance)
{
m_pInstance->SetData(TYPE_MURU, FAIL);
// respawn muru
if (Creature* pMuru = m_pInstance->GetSingleCreatureFromStorage(NPC_MURU))
pMuru->Respawn();
}
// despawn boss and summons for reset
DespawnSummonedCreatures();
m_creature->ForcedDespawn();
}
示例13: JustReachedHome
void JustReachedHome() override
{
if (m_pInstance)
{
m_pInstance->SetData(TYPE_MURU, FAIL);
// respawn muru
#if defined (CLASSIC) || defined (TBC)
if (Creature* pMuru = m_pInstance->GetSingleCreatureFromStorage(NPC_MURU))
{ pMuru->Respawn(); }
#endif
#if defined (WOTLK)
m_creature->SummonCreature(NPC_MURU, afMuruSpawnLoc[0], afMuruSpawnLoc[1], afMuruSpawnLoc[2], afMuruSpawnLoc[3], TEMPSUMMON_DEAD_DESPAWN, 0, true);
#endif
}
// despawn boss and summons for reset
#if defined (CLASSIC) || defined (TBC)
DespawnSummonedCreatures();
#endif
m_creature->ForcedDespawn();
}
示例14: JustReachedHome
void JustReachedHome() override
{
if (m_pInstance)
m_pInstance->SetData(TYPE_FELMYST, FAIL);
}