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自学教程:C++ IsCombatMovementAllowed函数代码示例

51自学网 2021-06-01 21:40:34
  C++
这篇教程C++ IsCombatMovementAllowed函数代码示例写得很实用,希望能帮到您。

本文整理汇总了C++中IsCombatMovementAllowed函数的典型用法代码示例。如果您正苦于以下问题:C++ IsCombatMovementAllowed函数的具体用法?C++ IsCombatMovementAllowed怎么用?C++ IsCombatMovementAllowed使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。

在下文中一共展示了IsCombatMovementAllowed函数的10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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: AttackStart

void ScriptedAI::AttackStart(Unit* who){    if (IsCombatMovementAllowed())        CreatureAI::AttackStart(who);    else        AttackStartNoMove(who);}
开发者ID:Rastrian,项目名称:DeathCore_6.x-1,代码行数:7,


示例2: Reset

        void Reset()        {            if (!IsCombatMovementAllowed())                SetCombatMovement(true);            Phase = PHASE_START;            FlameBreathTimer = urand(10000, 20000);            TailSweepTimer = urand(15000, 20000);            CleaveTimer = urand(2000, 5000);            WingBuffetTimer = urand(10000, 20000);            MovePoint = urand(0, 5);            MovementTimer = 14000;            PointData = GetMoveData();            FireballTimer = 15000;            WhelpTimer = 60000;            LairGuardTimer = 60000;            DeepBreathTimer = 85000;            BellowingRoarTimer = 30000;            Summons.DespawnAll();            SummonWhelpCount = 0;            IsMoving = false;            if (instance)            {                instance->SetData(DATA_ONYXIA, NOT_STARTED);                instance->SetData(DATA_ONYXIA_PHASE, Phase);                instance->DoStopTimedAchievement(ACHIEVEMENT_TIMED_TYPE_EVENT,  ACHIEV_TIMED_START_EVENT);            }        }
开发者ID:Arkania,项目名称:ArkCORE4,代码行数:34,


示例3: Reset

        void Reset() override        {            Initialize();            if (!IsCombatMovementAllowed())                SetCombatMovement(true);            _Reset();            me->SetReactState(REACT_AGGRESSIVE);            instance->SetData(DATA_ONYXIA_PHASE, Phase);            instance->DoStopTimedAchievement(ACHIEVEMENT_TIMED_TYPE_EVENT, ACHIEV_TIMED_START_EVENT);        }
开发者ID:Refuge89,项目名称:TrinityCore,代码行数:12,


示例4: JustRespawned

void FollowerAI::JustRespawned(){    m_uiFollowState = STATE_FOLLOW_NONE;    if (!IsCombatMovementAllowed())        SetCombatMovement(true);    if (me->getFaction() != me->GetCreatureTemplate()->faction_A)        me->setFaction(me->GetCreatureTemplate()->faction_A);    Reset();}
开发者ID:AriDEV,项目名称:SkyFire.548,代码行数:12,


示例5: AttackStart

void npc_escortAI::AttackStart(Unit* who){    if (!who)        return;    if (me->Attack(who, true))    {        if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == POINT_MOTION_TYPE)            me->GetMotionMaster()->MovementExpired();        if (IsCombatMovementAllowed())            me->GetMotionMaster()->MoveChase(who);    }}
开发者ID:Lyill,项目名称:TrinityCore,代码行数:14,


示例6: AttackStart

        void AttackStart(Unit* who)        {            if (!who)                return;            if (me->Attack(who, true))            {                me->SetInCombatWith(who);                who->SetInCombatWith(me);                if (IsCombatMovementAllowed())                    me->GetMotionMaster()->MoveChase(who);            }        }
开发者ID:H4D3S,项目名称:cataclysm,代码行数:14,


示例7: JustRespawned

void npc_escortAI::JustRespawned(){    m_uiEscortState = STATE_ESCORT_NONE;    if (!IsCombatMovementAllowed())        SetCombatMovement(true);    //add a small delay before going to first waypoint, normal in near all cases    m_uiWPWaitTimer = 2500;    if (me->getFaction() != me->GetCreatureTemplate()->faction)        me->RestoreFaction();    Reset();}
开发者ID:Lyill,项目名称:TrinityCore,代码行数:15,


示例8: AttackStart

void FollowerAI::AttackStart(Unit* who){    if (!who)        return;    if (me->Attack(who, true))    {        me->AddThreat(who, 0.0f);        me->SetInCombatWith(who);        who->SetInCombatWith(me);        if (me->HasUnitState(UNIT_STATE_FOLLOW))            me->ClearUnitState(UNIT_STATE_FOLLOW);        if (IsCombatMovementAllowed())            me->GetMotionMaster()->MoveChase(who);    }}
开发者ID:AriDEV,项目名称:SkyFire.548,代码行数:18,


示例9: AttackStart

void FollowerAI::AttackStart(Unit* who){    if (!who)        return;    if (me->Attack(who, true))    {        // This is done in Unit::Attack function which wont bug npcs by not adding threat upon combat start...        //me->AddThreat(who, 0.0f);        //me->SetInCombatWith(who);        //who->SetInCombatWith(me);        if (me->HasUnitState(UNIT_STATE_FOLLOW))            me->ClearUnitState(UNIT_STATE_FOLLOW);        if (IsCombatMovementAllowed())            me->GetMotionMaster()->MoveChase(who);    }}
开发者ID:Matt-One,项目名称:azerothcore-wotlk,代码行数:19,


示例10: AddEscortState

void SmoothEscortAI::AttackStart(Unit* who){    if (!who)        return;    if (me->Attack(who, true))    {        if (!HasEscortState(ESCORT_STATE_COMBAT))        {            AddEscortState(ESCORT_STATE_COMBAT);            me->StopMoving();            Position pos;            me->GetPosition(&pos);            me->SetHomePosition(pos);        }        if (IsCombatMovementAllowed())            me->GetMotionMaster()->MoveChase(who);    }}
开发者ID:Exodius,项目名称:chuspi,代码行数:20,



注:本文中的IsCombatMovementAllowed函数示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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