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自学教程:C++ IsOnFire函数代码示例

51自学网 2021-06-01 21:42:06
  C++
这篇教程C++ IsOnFire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IsOnFire函数的典型用法代码示例。如果您正苦于以下问题:C++ IsOnFire函数的具体用法?C++ IsOnFire怎么用?C++ IsOnFire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IsOnFire函数的30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: GetChunkX

void cMonster::HandleDaylightBurning(cChunk & a_Chunk){	if (!m_BurnsInDaylight)	{		return;	}		int RelY = (int)floor(GetPosY());	if ((RelY < 0) || (RelY >= cChunkDef::Height))	{		// Outside the world		return;	}		int RelX = (int)floor(GetPosX()) - GetChunkX() * cChunkDef::Width;	int RelZ = (int)floor(GetPosZ()) - GetChunkZ() * cChunkDef::Width;	if (		(a_Chunk.GetSkyLight(RelX, RelY, RelZ) == 15) &&             // In the daylight		(a_Chunk.GetBlock(RelX, RelY, RelZ) != E_BLOCK_SOULSAND) &&  // Not on soulsand		(GetWorld()->GetTimeOfDay() < (12000 + 1000)) &&             // It is nighttime		!IsOnFire()                                                  // Not already burning	)	{		// Burn for 100 ticks, then decide again		StartBurning(100);	}}
开发者ID:Noraaron1,项目名称:MCServer,代码行数:27,


示例2: GatherGrenadeConditions

void CNPC_Zombine::GatherGrenadeConditions( void ){	if ( m_iGrenadeCount <= 0 )		return;	if ( g_flZombineGrenadeTimes > gpGlobals->curtime )		return;	if ( m_flGrenadePullTime > gpGlobals->curtime )		return;	if ( m_flSuperFastAttackTime >= gpGlobals->curtime )		return;		if ( HasGrenade() )		return;	if ( GetEnemy() == NULL )		return;	if ( FVisible( GetEnemy() ) == false )		return;	if ( IsSprinting() )		return;	if ( IsOnFire() )		return;		if ( IsRunningDynamicInteraction() == true )		return;	if ( m_ActBusyBehavior.IsActive() )		return;	CBasePlayer *pPlayer = AI_GetSinglePlayer();	if ( pPlayer && pPlayer->FVisible( this ) )	{		float flLengthToPlayer = (pPlayer->GetAbsOrigin() - GetAbsOrigin()).Length();		float flLengthToEnemy = flLengthToPlayer;		if ( pPlayer != GetEnemy() )		{			flLengthToEnemy = ( GetEnemy()->GetAbsOrigin() - GetAbsOrigin()).Length();		}		if ( flLengthToPlayer <= GRENADE_PULL_MAX_DISTANCE && flLengthToEnemy <= GRENADE_PULL_MAX_DISTANCE )		{			float flPullChance = 1.0f - ( flLengthToEnemy / GRENADE_PULL_MAX_DISTANCE );			m_flGrenadePullTime = gpGlobals->curtime + 0.5f;			if ( flPullChance >= random->RandomFloat( 0.0f, 1.0f ) )			{				g_flZombineGrenadeTimes = gpGlobals->curtime + 10.0f;				SetCondition( COND_ZOMBINE_GRENADE );			}		}	}}
开发者ID:Baer42,项目名称:source-sdk-2013,代码行数:60,


示例3: DeathSound

//=========================================================// DeathSound //=========================================================void CNPC_Houndeye::DeathSound(void){	if (IsOnFire())		return;	EmitSound( "NPC_Houndeye.Die" );}
开发者ID:RaraFolf,项目名称:FIREFIGHT-RELOADED-src-sdk-2013,代码行数:10,


示例4: PainSound

//=========================================================// PainSound //=========================================================void CNPC_Houndeye::PainSound(void){	if (IsOnFire())		return;	EmitSound( "NPC_Houndeye.Pain" );}
开发者ID:RaraFolf,项目名称:FIREFIGHT-RELOADED-src-sdk-2013,代码行数:10,


示例5: MoanSound

//---------------------------------------------------------// Classic zombie only uses moan sound if on fire.//---------------------------------------------------------void CRebelZombie::MoanSound( envelopePoint_t *pEnvelope, int iEnvelopeSize ){	if( IsOnFire() )	{		BaseClass::MoanSound( pEnvelope, iEnvelopeSize );	}}
开发者ID:KyleGospo,项目名称:City-17-Episode-One-Source,代码行数:10,


示例6: GetChunkZ

void cMonster::HandleDaylightBurning(cChunk & a_Chunk, bool WouldBurn){	if (!m_BurnsInDaylight)	{		return;	}	int RelY = POSY_TOINT;	if ((RelY < 0) || (RelY >= cChunkDef::Height))	{		// Outside the world		return;	}	if (!a_Chunk.IsLightValid())	{		m_World->QueueLightChunk(GetChunkX(), GetChunkZ());		return;	}	if (!IsOnFire() && WouldBurn)	{		// Burn for 100 ticks, then decide again		StartBurning(100);	}}
开发者ID:4264,项目名称:cuberite,代码行数:25,


示例7: PainSound

//------------------------------------------------------------------------------//------------------------------------------------------------------------------void CNPC_Monk::PainSound( const CTakeDamageInfo &info ){	if (IsOnFire())		return;	SpeakIfAllowed( TLK_WOUND );}
开发者ID:RaraFolf,项目名称:FIREFIGHT-RELOADED-src-sdk-2013,代码行数:9,


示例8: GetChunkX

void cMonster::HandleDaylightBurning(cChunk & a_Chunk){	if (!m_BurnsInDaylight)	{		return;	}		int RelY = POSY_TOINT;	if ((RelY < 0) || (RelY >= cChunkDef::Height))	{		// Outside the world		return;	}		int RelX = POSX_TOINT - GetChunkX() * cChunkDef::Width;	int RelZ = POSZ_TOINT - GetChunkZ() * cChunkDef::Width;	if (!a_Chunk.IsLightValid())	{		m_World->QueueLightChunk(GetChunkX(), GetChunkZ());		return;	}	if (		(a_Chunk.GetSkyLight(RelX, RelY, RelZ) == 15) &&             // In the daylight		(a_Chunk.GetBlock(RelX, RelY, RelZ) != E_BLOCK_SOULSAND) &&  // Not on soulsand		(GetWorld()->GetTimeOfDay() < (12000 + 1000)) &&             // It is nighttime		!IsOnFire() &&                                               // Not already burning		(GetWorld()->GetWeather() != eWeather_Rain)                  // Not raining	)	{		// Burn for 100 ticks, then decide again		StartBurning(100);	}}
开发者ID:axisd,项目名称:MCServer,代码行数:35,


示例9: switch

void CNPC_Zombine::RunTask( const Task_t *pTask ){	switch ( pTask->iTask )	{		case TASK_WAIT_FOR_MOVEMENT_STEP:		case TASK_WAIT_FOR_MOVEMENT:		{			BaseClass::RunTask( pTask );			if ( IsOnFire() && IsSprinting() )			{				StopSprint();			}			//Only do this if I have an enemy			if ( GetEnemy() )			{				if ( AllowedToSprint() == true )				{					Sprint( ( GetHealth() <= GetMaxHealth() * 0.5f ) );					return;				}				if ( HasGrenade() )				{					if ( IsSprinting() )					{						GetNavigator()->SetMovementActivity( (Activity)ACT_ZOMBINE_GRENADE_RUN );					}					else					{						GetNavigator()->SetMovementActivity( (Activity)ACT_ZOMBINE_GRENADE_WALK );					}					return;				}				if ( GetNavigator()->GetMovementActivity() != ACT_WALK )				{					if ( IsSprinting() == false )					{						GetNavigator()->SetMovementActivity( ACT_WALK );					}				}			}			else			{				GetNavigator()->SetMovementActivity( ACT_WALK );			}					break;		}		default:		{			BaseClass::RunTask( pTask );			break;		}	}}
开发者ID:Baer42,项目名称:source-sdk-2013,代码行数:59,


示例10: DeathSound

//------------------------------------------------------------------------------//------------------------------------------------------------------------------void CNPC_Fisherman::DeathSound( const CTakeDamageInfo &info ){	if (IsOnFire())		return;	// Sentences don't play on dead NPCs	SentenceStop();}
开发者ID:RaraFolf,项目名称:FIREFIGHT-RELOADED-src-sdk-2013,代码行数:10,


示例11: AllowedToSprint

bool CNPC_Zombine::AllowedToSprint( void ){	if ( IsOnFire() )		return false;		//If you're sprinting then there's no reason to sprint again.	if ( IsSprinting() )		return false;	int iChance = SPRINT_CHANCE_VALUE;	//Secobmod FixMe ?? also changed to HL2MPRules	CHL2_Player *pPlayer = dynamic_cast <CHL2_Player*> ( UTIL_GetNearestPlayer(GetAbsOrigin() ));	//CHL2MP_Player *pPlayer = dynamic_cast<CHL2MP_Player *>( UTIL_GetNearestPlayer(GetAbsOrigin() );	if ( pPlayer )	{#ifdef MFS		if ( HL2MPRules()->IsAlyxInDarknessMode() && pPlayer->FlashlightIsOn() == false )#else		if (IsAlyxInDarknessMode() && pPlayer->FlashlightIsOn() == false)#endif		{			iChance = SPRINT_CHANCE_VALUE_DARKNESS;		}		//Bigger chance of this happening if the player is not looking at the zombie		if ( pPlayer->FInViewCone( this ) == false )		{			iChance *= 2;		}	}	if ( HasGrenade() ) 	{		iChance *= 4;	}	//Below 25% health they'll always sprint	if ( ( GetHealth() > GetMaxHealth() * 0.5f ) )	{		if ( IsStrategySlotRangeOccupied( SQUAD_SLOT_ZOMBINE_SPRINT1, SQUAD_SLOT_ZOMBINE_SPRINT2 ) == true )			return false;				if ( random->RandomInt( 0, 100 ) > iChance )			return false;				if ( m_flSprintRestTime > gpGlobals->curtime )			return false;	}	float flLength = ( GetEnemy()->WorldSpaceCenter() - WorldSpaceCenter() ).Length();	if ( flLength > MAX_SPRINT_DISTANCE )		return false;	return true;}
开发者ID:WorldGamers,项目名称:Mobile-Forces-Source,代码行数:58,


示例12: info

bool CASW_Parasite::CheckInfestTarget( CBaseEntity *pOther ){	if (m_flDamageImmuneUntil >= gpGlobals->curtime)	{		// no fair infesting while we're invulnerable.		return false;	}	CASW_Marine* pMarine = CASW_Marine::AsMarine( pOther );	if ( pMarine )	{		// if marine has electrified armour on, that protects him from infestation		if ( pMarine->IsElectrifiedArmorActive() )		{			CTakeDamageInfo info( NULL, NULL, Vector(0,0,0), GetAbsOrigin(), GetHealth() * 2, DMG_SHOCK );			TakeDamage(info);			return false;		}		if ( pMarine->m_takedamage == DAMAGE_NO )		{			// We're in the death cam... no fair infesting there			return false;		}		if ( IsOnFire() )		{			// don't actually infest if we're on fire, since we'll die very shortly			return false;		}		if ( pMarine->m_iJumpJetting.Get() != 0 )		{			// marine is in the middle of a jump jet or blink, don't infest him			return false;		}		return true;	}	else if ( pOther->Classify() == CLASS_ASW_COLONIST )	{		return !IsOnFire();	}	return false;}
开发者ID:BenLubar,项目名称:SwarmDirector2,代码行数:44,


示例13: AddRandomDropItem

void cCow::GetDrops(cItems & a_Drops, cEntity * a_Killer){	unsigned int LootingLevel = 0;	if (a_Killer != nullptr)	{		LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);	}	AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_LEATHER);	AddRandomDropItem(a_Drops, 1, 3 + LootingLevel, IsOnFire() ? E_ITEM_STEAK : E_ITEM_RAW_BEEF);}
开发者ID:36451,项目名称:MCServer,代码行数:10,


示例14: AddRandomDropItem

void cChicken::GetDrops(cItems & a_Drops, cEntity * a_Killer){	int LootingLevel = 0;	if (a_Killer != nullptr)	{		LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);	}	AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_FEATHER);	AddRandomDropItem(a_Drops, 1, 1, IsOnFire() ? E_ITEM_COOKED_CHICKEN : E_ITEM_RAW_CHICKEN);}
开发者ID:DjKiDD,项目名称:MCServer,代码行数:10,


示例15: DeathSound

//------------------------------------------------------------------------------//------------------------------------------------------------------------------void CNPC_Monk::DeathSound( const CTakeDamageInfo &info ){	if (IsOnFire())		return;	// Sentences don't play on dead NPCs	SentenceStop();	Speak( TLK_DEATH );}
开发者ID:RaraFolf,项目名称:FIREFIGHT-RELOADED-src-sdk-2013,代码行数:12,


示例16: PainSound

//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------void CRebelZombie::PainSound( const CTakeDamageInfo &info ){	// We're constantly taking damage when we are on fire. Don't make all those noises!	if ( IsOnFire() )	{		return;	}	EmitSound( "Zombie.Pain" );}
开发者ID:KyleGospo,项目名称:City-17-Episode-One-Source,代码行数:13,


示例17: Tick

void cZombie::Tick(float a_Dt, cChunk & a_Chunk){	super::Tick(a_Dt, a_Chunk);	// TODO Same as in cSkeleton :D	if ((GetWorld()->GetTimeOfDay() < (12000 + 1000)) && !IsOnFire())	{		// Burn for 10 ticks, then decide again		StartBurning(10);	}}
开发者ID:Xury,项目名称:MCServer,代码行数:11,


示例18: DeathSound

void CNPC_CombineS::DeathSound( const CTakeDamageInfo &info ){	// NOTE: The response system deals with this at the moment	if ( GetFlags() & FL_DISSOLVING )		return;	if (IsOnFire())		return;	GetSentences()->Speak( "COMBINE_DIE", SENTENCE_PRIORITY_INVALID, SENTENCE_CRITERIA_ALWAYS ); }
开发者ID:RaraFolf,项目名称:FIREFIGHT-RELOADED-src-sdk-2013,代码行数:11,


示例19: PainSound

void CZombie::PainSound( const CTakeDamageInfo &info ){	// We're constantly taking damage when we are on fire. Don't make all those noises!	if ( IsOnFire() )		return;	if(m_iZombieType == ZOMBIE_BISOU)		EmitSound( "Zombie.Bisou.Pain" );	else		EmitSound( "Zombie.Pain" );}
开发者ID:Orygin,项目名称:BisounoursParty,代码行数:11,


示例20: InfestColonist

void CASW_Parasite::InfestColonist(CASW_Colonist* pColonist){	if (m_bDefanged || !pColonist)	// no infesting if we've been defanged		return;	if (!IsOnFire())	// don't actually infest if we're on fire, since we'll die very shortly		pColonist->BecomeInfested(this);	// attach	int attachment = pColonist->LookupAttachment( "chest" );	if ( attachment )	{		//SetAbsAngles( GetOwnerEntity()->GetAbsAngles() );		SetSolid( SOLID_NONE );		SetMoveType( MOVETYPE_NONE );		QAngle current(0,0,0);		Vector diff = pColonist->GetAbsOrigin() - GetAbsOrigin();		float angle = UTIL_VecToYaw(diff);		angle -= pColonist->GetAbsAngles()[YAW];	// get the diff between our angle from the marine and the marine's facing;				current = GetAbsAngles();				SetParent( pColonist, attachment );				Vector vecPosition;		float fRaise = random->RandomFloat(0,20);				SetLocalOrigin( Vector( -fRaise * 0.2f, 0, fRaise ) );		SetLocalAngles( QAngle( 0, angle + asw_infest_angle.GetFloat(), 0 ) );		// play our infesting anim		if ( asw_parasite_inside.GetBool() )		{			SetActivity(ACT_RANGE_ATTACK2);		}		else		{			int iInfestAttack = LookupSequence("Infest_attack");			if (GetSequence() != iInfestAttack)			{				ResetSequence(iInfestAttack);			}		}		// don't do anymore thinking - need to think still to animate?		AddFlag( FL_NOTARGET );		SetThink( &CASW_Parasite::InfestThink );		SetTouch( NULL );		m_bInfesting = true;			}	else	{		FinishedInfesting();	}		}
开发者ID:detoxhby,项目名称:SwarmDirector2,代码行数:53,


示例21: AddRandomDropItem

void cPig::GetDrops(cItems & a_Drops, cEntity * a_Killer){	int LootingLevel = 0;	if (a_Killer != NULL)	{		LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);	}	AddRandomDropItem(a_Drops, 1, 3 + LootingLevel, IsOnFire() ? E_ITEM_COOKED_PORKCHOP : E_ITEM_RAW_PORKCHOP);	if (m_bIsSaddled)	{		a_Drops.push_back(cItem(E_ITEM_SADDLE, 1));	}}
开发者ID:ChriPiv,项目名称:MCServer,代码行数:13,


示例22: if

void cPlayer::TickBurning(cChunk & a_Chunk){	// Don't burn in creative and stop burning in creative if necessary	if (!IsGameModeCreative())	{		super::TickBurning(a_Chunk);	}	else if (IsOnFire())	{		m_TicksLeftBurning = 0;		OnFinishedBurning();	}}
开发者ID:Kortak,项目名称:MCServer,代码行数:13,


示例23: MoveToPosition

void cSkeleton::MoveToPosition(const Vector3d & a_Position){	// If the destination is sufficiently skylight challenged AND the skeleton isn't on fire then block the movement	if (		!IsOnFire() &&		(m_World->GetBlockSkyLight((int)floor(a_Position.x), (int)floor(a_Position.y), (int)floor(a_Position.z)) - m_World->GetSkyDarkness() > 8)		)	{		m_bMovingToDestination = false;		return;	}	super::MoveToPosition(a_Position);}
开发者ID:christopher-montagna,项目名称:MCServer,代码行数:14,


示例24: AddRandomDropItem

void cSheep::GetDrops(cItems & a_Drops, cEntity * a_Killer){	if (!m_IsSheared)	{		a_Drops.push_back(cItem(E_BLOCK_WOOL, 1, m_WoolColor));	}	int LootingLevel = 0;	if (a_Killer != NULL)	{		LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);	}	AddRandomDropItem(a_Drops, 1, 3 + LootingLevel, IsOnFire() ? E_ITEM_MUTTON : E_ITEM_RAW_MUTTON);}
开发者ID:Floppy012,项目名称:MCServer,代码行数:14,


示例25: AddRandomDropItem

void cMooshroom::GetDrops(cItems & a_Drops, cEntity * a_Killer){	if (IsBaby())	{		return;  // Babies don't drop items	}	unsigned int LootingLevel = 0;	if (a_Killer != nullptr)	{		LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);	}	AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_LEATHER);	AddRandomDropItem(a_Drops, 1, 3 + LootingLevel, IsOnFire() ? E_ITEM_STEAK : E_ITEM_RAW_BEEF);}
开发者ID:UltraCoderRU,项目名称:MCServer,代码行数:15,


示例26: MoveToPosition

void cSkeleton::MoveToPosition(const Vector3f & a_Position){	// If the destination is in the sun and if it is not night AND the skeleton isn't on fire then block the movement.	if (		!IsOnFire() &&		(m_World->GetTimeOfDay() < 13187) &&		(m_World->GetBlockSkyLight((int) a_Position.x, (int) a_Position.y, (int) a_Position.z) == 15)		)	{		m_bMovingToDestination = false;		return;	}	super::MoveToPosition(a_Position);}
开发者ID:Kortak,项目名称:MCServer,代码行数:15,


示例27: WorldSpaceCenter

//-----------------------------------------------------------------------------// Purpose:	// Input:	// Output:	//-----------------------------------------------------------------------------bool CASW_Boomer::CorpseGib( const CTakeDamageInfo &info ){	CEffectData	data;	m_LagCompensation.UndoLaggedPosition();	data.m_vOrigin = WorldSpaceCenter();	data.m_vNormal = data.m_vOrigin - info.GetDamagePosition();	VectorNormalize( data.m_vNormal );	data.m_flScale = RemapVal( m_iHealth, 0, 3, 0.5f, 2 );	data.m_nColor = m_nSkin;	data.m_fFlags = IsOnFire() ? ASW_GIBFLAG_ON_FIRE : 0;	return true;}
开发者ID:jtanx,项目名称:ch1ckenscoop,代码行数:21,


示例28: Ignite

void CZombie::Ignite( float flFlameLifetime, bool bNPCOnly, float flSize, bool bCalledByLevelDesigner ){	if( !IsOnFire() && IsAlive() )	{		BaseClass::Ignite( flFlameLifetime, bNPCOnly, flSize, bCalledByLevelDesigner );		RemoveSpawnFlags( SF_NPC_GAG );		MoanSound( envZombieMoanIgnited, ARRAYSIZE( envZombieMoanIgnited ) );		if ( m_pMoanSound )		{			ENVELOPE_CONTROLLER.SoundChangePitch( m_pMoanSound, 120, 1.0 );			ENVELOPE_CONTROLLER.SoundChangeVolume( m_pMoanSound, 1, 1.0 );		}	}}
开发者ID:Orygin,项目名称:BisounoursParty,代码行数:17,


示例29: GetLookVector

void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos){	super::OnHitEntity(a_EntityHit, a_HitPos);	int Damage = static_cast<int>(GetSpeed().Length() / 20 * m_DamageCoeff + 0.5);	if (m_IsCritical)	{		Damage += m_World->GetTickRandomNumber(Damage / 2 + 2);	}	unsigned int PowerLevel = m_CreatorData.m_Enchantments.GetLevel(cEnchantments::enchPower);	if (PowerLevel > 0)	{		int ExtraDamage = static_cast<int>(ceil(0.25 * (PowerLevel + 1)));		Damage += ExtraDamage;	}	// int KnockbackAmount = 1;	unsigned int PunchLevel = m_CreatorData.m_Enchantments.GetLevel(cEnchantments::enchPunch);	if (PunchLevel > 0)	{		Vector3d LookVector = GetLookVector();		Vector3f FinalSpeed = Vector3f(0, 0, 0);		switch (PunchLevel)		{			case 1: FinalSpeed = LookVector * Vector3d(5, 0.3, 5); break;			case 2: FinalSpeed = LookVector * Vector3d(8, 0.3, 8); break;			default: break;		}		a_EntityHit.SetSpeed(FinalSpeed);	}	// a_EntityHit.TakeDamage(dtRangedAttack, this, Damage, KnockbackAmount);  // TODO fix knockback.	a_EntityHit.TakeDamage(dtRangedAttack, this, Damage, 0);  // Until knockback is fixed.	if (IsOnFire() && !a_EntityHit.IsSubmerged() && !a_EntityHit.IsSwimming())	{		a_EntityHit.StartBurning(100);	}	// Broadcast successful hit sound	GetWorld()->BroadcastSoundEffect("random.successful_hit", GetPosX(), GetPosY(), GetPosZ(), 0.5, static_cast<float>(0.75 + (static_cast<float>((GetUniqueID() * 23) % 32)) / 64));	Destroy();}
开发者ID:Haxi52,项目名称:cuberite,代码行数:45,


示例30: AddRandomDropItem

void cPig::GetDrops(cItems & a_Drops, cEntity * a_Killer){	if (IsBaby())	{		return;  // Babies don't drop items	}	unsigned int LootingLevel = 0;	if (a_Killer != nullptr)	{		LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);	}	AddRandomDropItem(a_Drops, 1, 3 + LootingLevel, IsOnFire() ? E_ITEM_COOKED_PORKCHOP : E_ITEM_RAW_PORKCHOP);	if (m_bIsSaddled)	{		a_Drops.push_back(cItem(E_ITEM_SADDLE, 1));	}}
开发者ID:ThuGie,项目名称:MCServer,代码行数:18,



注:本文中的IsOnFire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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