本文整理匯總了C++中GetDynamicObject函數的典型用法代碼示例。如果您正苦於以下問題:C++ GetDynamicObject函數的具體用法?C++ GetDynamicObject怎麽用?C++ GetDynamicObject使用的例子?那麽, 這裏精選的函數代碼示例或許可以為您提供幫助。
在下文中一共展示了GetDynamicObject函數的5個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的C++代碼示例。
示例1: switch
Object* ObjectAccessor::GetObjectByTypeMask(WorldObject const& p, uint64 guid, uint32 typemask)
{
switch (GUID_HIPART(guid))
{
case HIGHGUID_ITEM:
if (typemask & TYPEMASK_ITEM && p.GetTypeId() == TYPEID_PLAYER)
return ((Player const&)p).GetItemByGuid(guid);
break;
case HIGHGUID_PLAYER:
if (typemask & TYPEMASK_PLAYER)
return GetPlayer(p, guid);
break;
case HIGHGUID_TRANSPORT:
case HIGHGUID_MO_TRANSPORT:
case HIGHGUID_GAMEOBJECT:
if (typemask & TYPEMASK_GAMEOBJECT)
return GetGameObject(p, guid);
break;
case HIGHGUID_UNIT:
case HIGHGUID_PET:
if (typemask & TYPEMASK_UNIT)
return GetPet(p, guid);
break;
case HIGHGUID_DYNAMICOBJECT:
if (typemask & TYPEMASK_DYNAMICOBJECT)
return GetDynamicObject(p, guid);
break;
case HIGHGUID_CORPSE:
break;
}
return NULL;
}
示例2: switch
WorldObject* ObjectAccessor::GetWorldObject(WorldObject const& p, uint64 guid)
{
switch (GUID_HIPART(guid))
{
case HIGHGUID_PLAYER:
return GetPlayer(p, guid);
case HIGHGUID_TRANSPORT:
case HIGHGUID_MO_TRANSPORT:
case HIGHGUID_GAMEOBJECT:
return GetGameObject(p, guid);
case HIGHGUID_VEHICLE:
case HIGHGUID_UNIT:
return GetCreature(p, guid);
case HIGHGUID_PET:
return GetPet(p, guid);
case HIGHGUID_DYNAMICOBJECT:
return GetDynamicObject(p, guid);
case HIGHGUID_AREATRIGGER:
return GetAreaTrigger(p, guid);
case HIGHGUID_CORPSE:
return GetCorpse(p, guid);
default:
return NULL;
}
}
示例3: switch
Object* MapMgr::_GetObject(const uint64 & guid)
{
if(!guid)
return NULL;
switch(GET_TYPE_FROM_GUID(guid))
{
case HIGHGUID_TYPE_GAMEOBJECT:
return GetGameObject(GET_LOWGUID_PART(guid));
break;
case HIGHGUID_TYPE_UNIT:
case HIGHGUID_TYPE_VEHICLE:
return GetCreature(GET_LOWGUID_PART(guid));
break;
case HIGHGUID_TYPE_DYNAMICOBJECT:
return GetDynamicObject((uint32)guid);
break;
case HIGHGUID_TYPE_TRANSPORTER:
return objmgr.GetTransporter(Arcemu::Util::GUID_LOPART(guid));
break;
default:
return GetUnit(guid);
break;
}
}
示例4: switch
WorldObject* ObjectAccessor::GetWorldObject(WorldObject const& p, ObjectGuid const& guid)
{
switch (guid.GetHigh())
{
case HighGuid::Player: return GetPlayer(p, guid);
case HighGuid::Transport:
case HighGuid::GameObject: return GetGameObject(p, guid);
case HighGuid::Vehicle:
case HighGuid::Creature: return GetCreature(p, guid);
case HighGuid::Pet: return GetPet(p, guid);
case HighGuid::DynamicObject: return GetDynamicObject(p, guid);
case HighGuid::AreaTrigger: return GetAreaTrigger(p, guid);
case HighGuid::Corpse: return GetCorpse(p, guid);
default: return nullptr;
}
}
示例5: switch
WorldObject* ObjectAccessor::GetWorldObject(WorldObject const& p, ObjectGuid guid)
{
switch (guid.GetHigh())
{
case HIGHGUID_PLAYER: return GetPlayer(p, guid);
case HIGHGUID_TRANSPORT:
case HIGHGUID_MO_TRANSPORT:
case HIGHGUID_GAMEOBJECT: return GetGameObject(p, guid);
case HIGHGUID_VEHICLE:
case HIGHGUID_UNIT: return GetCreature(p, guid);
case HIGHGUID_PET: return GetPet(p, guid);
case HIGHGUID_DYNAMICOBJECT: return GetDynamicObject(p, guid);
case HIGHGUID_CORPSE: return GetCorpse(p, guid);
default: return NULL;
}
}