本文整理汇总了C++中GetTrinityString函数 的典型用法代码示例。如果您正苦于以下问题:C++ GetTrinityString函数的具体用法?C++ GetTrinityString怎么用?C++ GetTrinityString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GetTrinityString函数 的20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: TC_LOG_ERROR
//.........这里部分代码省略.........
else
{
Unit::AuraEffectList const& ModLangAuras = sender->GetAuraEffectsByType(SPELL_AURA_MOD_LANGUAGE);
if (!ModLangAuras.empty())
lang = ModLangAuras.front()->GetMiscValue();
else if (HasPermission(rbac::RBAC_PERM_TWO_SIDE_INTERACTION_CHAT))
lang = LANG_UNIVERSAL;
else
{
switch (type)
{
case CHAT_MSG_PARTY:
case CHAT_MSG_PARTY_LEADER:
case CHAT_MSG_RAID:
case CHAT_MSG_RAID_LEADER:
case CHAT_MSG_RAID_WARNING:
// allow two side chat at group channel if two side group allowed
if (sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_GROUP))
lang = LANG_UNIVERSAL;
break;
case CHAT_MSG_GUILD:
case CHAT_MSG_OFFICER:
// allow two side chat at guild channel if two side guild allowed
if (sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_GUILD))
lang = LANG_UNIVERSAL;
break;
}
}
}
if (!sender->CanSpeak())
{
std::string timeStr = secsToTimeString(m_muteTime - time(NULL));
SendNotification(GetTrinityString(LANG_WAIT_BEFORE_SPEAKING), timeStr.c_str());
recvData.rfinish(); // Prevent warnings
return;
}
if (type != CHAT_MSG_AFK && type != CHAT_MSG_DND)
sender->UpdateSpeakTime();
}
if (sender->HasAura(1852) && type != CHAT_MSG_WHISPER)
{
SendNotification(GetTrinityString(LANG_GM_SILENCE), sender->GetName().c_str());
recvData.rfinish();
return;
}
std::string to, channel, msg;
bool ignoreChecks = false;
switch (type)
{
case CHAT_MSG_SAY:
case CHAT_MSG_EMOTE:
case CHAT_MSG_YELL:
case CHAT_MSG_PARTY:
case CHAT_MSG_PARTY_LEADER:
case CHAT_MSG_GUILD:
case CHAT_MSG_OFFICER:
case CHAT_MSG_RAID:
case CHAT_MSG_RAID_LEADER:
case CHAT_MSG_RAID_WARNING:
case CHAT_MSG_BATTLEGROUND:
case CHAT_MSG_BATTLEGROUND_LEADER:
recvData >> msg;
开发者ID:beast007, 项目名称:Wrath-WoW, 代码行数:67, 代码来源:ChatHandler.cpp
示例2: GetTrinityString
void WorldSession::SendTrainerList(uint64 guid)
{
std::string str = GetTrinityString(LANG_NPC_TAINER_HELLO);
SendTrainerList(guid, str);
}
开发者ID:H4D3S, 项目名称:cataclysm, 代码行数:5, 代码来源:NPCHandler.cpp
示例3: getSelectedPlayer
bool ChatHandler::HandleLookupTitleCommand(const char* args)
{
if (!*args)
return false;
// can be NULL in console call
Player* target = getSelectedPlayer();
// title name have single string arg for player name
char const* targetName = target ? target->GetName() : "NAME";
std::string namepart = args;
std::wstring wnamepart;
if (!Utf8toWStr(namepart, wnamepart))
return false;
// converting string that we try to find to lower case
wstrToLower(wnamepart);
uint32 counter = 0; // Counter for figure out that we found smth.
uint32 maxResults = sWorld->getIntConfig(CONFIG_MAX_RESULTS_LOOKUP_COMMANDS);
// Search in CharTitles.dbc
for (uint32 id = 0; id < sCharTitlesStore.GetNumRows(); id++)
{
CharTitlesEntry const* titleInfo = sCharTitlesStore.LookupEntry(id);
if (titleInfo)
{
int loc = GetSessionDbcLocale();
std::string name = titleInfo->name[loc];
if (name.empty())
continue;
if (!Utf8FitTo(name, wnamepart))
{
loc = 0;
for (; loc < TOTAL_LOCALES; ++loc)
{
if (loc == GetSessionDbcLocale())
continue;
name = titleInfo->name[loc];
if (name.empty())
continue;
if (Utf8FitTo(name, wnamepart))
break;
}
}
if (loc < TOTAL_LOCALES)
{
if (maxResults && counter == maxResults)
{
PSendSysMessage(LANG_COMMAND_LOOKUP_MAX_RESULTS, maxResults);
return true;
}
char const* knownStr = target && target->HasTitle(titleInfo) ? GetTrinityString(LANG_KNOWN) : "";
char const* activeStr = target && target->GetUInt32Value(PLAYER_CHOSEN_TITLE) == titleInfo->bit_index
? GetTrinityString(LANG_ACTIVE)
: "";
char titleNameStr[80];
snprintf(titleNameStr, 80, name.c_str(), targetName);
// send title in "id (idx:idx) - [namedlink locale]" format
if (m_session)
PSendSysMessage(LANG_TITLE_LIST_CHAT, id, titleInfo->bit_index, id, titleNameStr, localeNames[loc], knownStr, activeStr);
else
PSendSysMessage(LANG_TITLE_LIST_CONSOLE, id, titleInfo->bit_index, titleNameStr, localeNames[loc], knownStr, activeStr);
++counter;
}
}
}
if (counter == 0) // if counter == 0 then we found nth
SendSysMessage(LANG_COMMAND_NOTITLEFOUND);
return true;
}
开发者ID:DragonFire, 项目名称:TRcore, 代码行数:82, 代码来源:Level2.cpp
示例4: GetPlayer
void WorldSession::HandleSendMail(WorldPacket& recvData)
{
uint64 mailbox, unk3;
std::string receiverName, subject, body;
uint32 unk1, unk2, money, COD;
uint8 unk4;
uint8 items_count;
recvData >> mailbox >> receiverName >> subject >> body
>> unk1 // stationery?
>> unk2 // 0x00000000
>> items_count; // attached items count
if (items_count > MAX_MAIL_ITEMS) // client limit
{
GetPlayer()->SendMailResult(0, MAIL_SEND, MAIL_ERR_TOO_MANY_ATTACHMENTS);
recvData.rfinish(); // set to end to avoid warnings spam
return;
}
uint64 itemGUIDs[MAX_MAIL_ITEMS];
for (uint8 i = 0; i < items_count; ++i)
{
recvData.read_skip<uint8>(); // item slot in mail, not used
recvData >> itemGUIDs[i];
}
recvData >> money >> COD; // money and cod
recvData >> unk3; // const 0
recvData >> unk4; // const 0
// packet read complete, now do check
if (!GetPlayer()->GetGameObjectIfCanInteractWith(mailbox, GAMEOBJECT_TYPE_MAILBOX))
return;
if (receiverName.empty())
return;
Player* player = _player;
if (player->getLevel() < sWorld->getIntConfig(CONFIG_MAIL_LEVEL_REQ))
{
SendNotification(GetTrinityString(LANG_MAIL_SENDER_REQ), sWorld->getIntConfig(CONFIG_MAIL_LEVEL_REQ));
return;
}
uint64 receiverGuid = 0;
if (normalizePlayerName(receiverName))
receiverGuid = sObjectMgr->GetPlayerGUIDByName(receiverName);
if (!receiverGuid)
{
TC_LOG_INFO(LOG_FILTER_NETWORKIO, "Player %u is sending mail to %s (GUID: not existed!) with subject %s "
"and body %s includes %u items, %u copper and %u COD copper with unk1 = %u, unk2 = %u",
player->GetGUIDLow(), receiverName.c_str(), subject.c_str(), body.c_str(),
items_count, money, COD, unk1, unk2);
player->SendMailResult(0, MAIL_SEND, MAIL_ERR_RECIPIENT_NOT_FOUND);
return;
}
TC_LOG_INFO(LOG_FILTER_NETWORKIO, "Player %u is sending mail to %s (GUID: %u) with subject %s and body %s "
"includes %u items, %u copper and %u COD copper with unk1 = %u, unk2 = %u",
player->GetGUIDLow(), receiverName.c_str(), GUID_LOPART(receiverGuid), subject.c_str(),
body.c_str(), items_count, money, COD, unk1, unk2);
if (player->GetGUID() == receiverGuid)
{
player->SendMailResult(0, MAIL_SEND, MAIL_ERR_CANNOT_SEND_TO_SELF);
return;
}
uint32 cost = items_count ? 30 * items_count : 30; // price hardcoded in client
uint32 reqmoney = cost + money;
if (!player->HasEnoughMoney(reqmoney) && !player->IsGameMaster())
{
player->SendMailResult(0, MAIL_SEND, MAIL_ERR_NOT_ENOUGH_MONEY);
return;
}
Player* receiver = ObjectAccessor::FindPlayer(receiverGuid);
uint32 receiverTeam = 0;
uint8 mailsCount = 0; //do not allow to send to one player more than 100 mails
uint8 receiverLevel = 0;
uint32 receiverAccountId = 0;
if (receiver)
{
receiverTeam = receiver->GetTeam();
mailsCount = receiver->GetMailSize();
receiverLevel = receiver->getLevel();
receiverAccountId = receiver->GetSession()->GetAccountId();
}
else
{
receiverTeam = sObjectMgr->GetPlayerTeamByGUID(receiverGuid);
//.........这里部分代码省略.........
开发者ID:mynew2, 项目名称:trinitycore-1, 代码行数:101, 代码来源:MailHandler.cpp
示例5: MAKE_NEW_GUID
//.........这里部分代码省略.........
level = fields[1].GetUInt8();
money = fields[2].GetUInt32();
accId = fields[3].GetUInt32();
race = fields[4].GetUInt8();
Class = fields[5].GetUInt8();
mapId = fields[6].GetUInt16();
areaId = fields[7].GetUInt16();
QueryResult row = CharacterDatabase.PQuery("SELECT * FROM `jail` WHERE `guid`='%u' LIMIT 1", GUID_LOPART(target_guid));
if (!row)
{
p_jail_isjailed = false;
}
else
{
Field *data = row->Fetch();
p_jail_isjailed = true;
p_jail_guid = data[0].GetUInt32();
p_jail_char = data[1].GetString();
p_jail_release = data[2].GetUInt32();
p_jail_amnestietime = data[3].GetUInt32();
p_jail_reason = data[4].GetString();
p_jail_times = data[5].GetUInt32();
p_jail_gmacc = data[6].GetUInt32();
p_jail_gmchar = data[7].GetString();
p_jail_lasttime = data[8].GetString();
p_jail_duration = data[9].GetUInt32();
gmname = "";
}
}
std::string username = GetTrinityString(LANG_ERROR);
std::string email = GetTrinityString(LANG_ERROR);
std::string last_ip = GetTrinityString(LANG_ERROR);
uint32 security = 0;
std::string last_login = GetTrinityString(LANG_ERROR);
PreparedStatement* stmt = LoginDatabase.GetPreparedStatement(LOGIN_SEL_PINFO);
stmt->setInt32(0, int32(realmID));
stmt->setUInt32(1, accId);
PreparedQueryResult result = LoginDatabase.Query(stmt);
if (result)
{
Field* fields = result->Fetch();
username = fields[0].GetString();
security = fields[1].GetUInt8();
email = fields[2].GetString();
muteTime = fields[5].GetUInt64();
if (email.empty())
email = "-";
if (!m_session || m_session->GetSecurity() >= AccountTypes(security))
{
last_ip = fields[3].GetString();
last_login = fields[4].GetString();
uint32 ip = inet_addr(last_ip.c_str());
#if TRINITY_ENDIAN == BIGENDIAN
EndianConvertReverse(ip);
#endif
PreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_SEL_IP2NATION_COUNTRY);
开发者ID:Ussmaan, 项目名称:ProjectRisingDarkness, 代码行数:67, 代码来源:Level2.cpp
示例6: SetHordeFlagPicker
void BattleGroundWS::EventPlayerCapturedFlag(Player *Source)
{
if(GetStatus() != STATUS_IN_PROGRESS)
return;
uint8 type = 0;
uint32 winner = 0;
const char *message = "";
//TODO FIX reputation and honor gains for low level players!
Source->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT);
if(Source->GetTeam() == ALLIANCE)
{
if (!this->IsHordeFlagPickedup())
return;
SetHordeFlagPicker(0); // must be before aura remove to prevent 2 events (drop+capture) at the same time
// horde flag in base (but not respawned yet)
m_FlagState[BG_TEAM_HORDE] = BG_WS_FLAG_STATE_WAIT_RESPAWN;
// Drop Horde Flag from Player
Source->RemoveAurasDueToSpell(BG_WS_SPELL_WARSONG_FLAG);
if(m_FlagDebuffState == 1)
Source->RemoveAurasDueToSpell(WS_SPELL_FOCUSED_ASSAULT);
if(m_FlagDebuffState == 2)
Source->RemoveAurasDueToSpell(WS_SPELL_BRUTAL_ASSAULT);
message = GetTrinityString(LANG_BG_WS_CAPTURED_HF);
type = CHAT_MSG_BG_SYSTEM_ALLIANCE;
if(GetTeamScore(ALLIANCE) < BG_WS_MAX_TEAM_SCORE)
AddPoint(ALLIANCE, 1);
PlaySoundToAll(BG_WS_SOUND_FLAG_CAPTURED_ALLIANCE);
RewardReputationToTeam(890, BG_WSG_Reputation[m_HonorMode][BG_WSG_FLAG_CAP], ALLIANCE); // +35 reputation
RewardHonorToTeam(BG_WSG_Honor[m_HonorMode][BG_WSG_FLAG_CAP], ALLIANCE); // +40 bonushonor
}
else
{
if (!this->IsAllianceFlagPickedup())
return;
SetAllianceFlagPicker(0); // must be before aura remove to prevent 2 events (drop+capture) at the same time
// alliance flag in base (but not respawned yet)
m_FlagState[BG_TEAM_ALLIANCE] = BG_WS_FLAG_STATE_WAIT_RESPAWN;
// Drop Alliance Flag from Player
Source->RemoveAurasDueToSpell(BG_WS_SPELL_SILVERWING_FLAG);
if(m_FlagDebuffState == 1)
Source->RemoveAurasDueToSpell(WS_SPELL_FOCUSED_ASSAULT);
if(m_FlagDebuffState == 2)
Source->RemoveAurasDueToSpell(WS_SPELL_BRUTAL_ASSAULT);
message = GetTrinityString(LANG_BG_WS_CAPTURED_AF);
type = CHAT_MSG_BG_SYSTEM_HORDE;
if(GetTeamScore(HORDE) < BG_WS_MAX_TEAM_SCORE)
AddPoint(HORDE, 1);
PlaySoundToAll(BG_WS_SOUND_FLAG_CAPTURED_HORDE);
RewardReputationToTeam(889, BG_WSG_Reputation[m_HonorMode][BG_WSG_FLAG_CAP], HORDE); // +35 reputation
RewardHonorToTeam(BG_WSG_Honor[m_HonorMode][BG_WSG_FLAG_CAP], HORDE); // +40 bonushonor
}
SpawnBGObject(BG_WS_OBJECT_H_FLAG, BG_WS_FLAG_RESPAWN_TIME);
SpawnBGObject(BG_WS_OBJECT_A_FLAG, BG_WS_FLAG_RESPAWN_TIME);
WorldPacket data;
ChatHandler::FillMessageData(&data, Source->GetSession(), type, LANG_UNIVERSAL, NULL, Source->GetGUID(), message, NULL);
SendPacketToAll(&data);
UpdateFlagState(Source->GetTeam(), 1); // flag state none
UpdateTeamScore(Source->GetTeam());
// only flag capture should be updated
UpdatePlayerScore(Source, SCORE_FLAG_CAPTURES, 1); // +1 flag captures...
if(GetTeamScore(ALLIANCE) == BG_WS_MAX_TEAM_SCORE)
winner = ALLIANCE;
if(GetTeamScore(HORDE) == BG_WS_MAX_TEAM_SCORE)
winner = HORDE;
if(winner)
{
UpdateWorldState(BG_WS_FLAG_UNK_ALLIANCE, 0);
UpdateWorldState(BG_WS_FLAG_UNK_HORDE, 0);
UpdateWorldState(BG_WS_FLAG_STATE_ALLIANCE, 1);
UpdateWorldState(BG_WS_FLAG_STATE_HORDE, 1);
RewardHonorToTeam(BG_WSG_Honor[m_HonorMode][BG_WSG_WIN], winner);
EndBattleGround(winner);
}
else
{
m_FlagsTimer[GetTeamIndexByTeamId(Source->GetTeam()) ? 0 : 1] = BG_WS_FLAG_RESPAWN_TIME;
}
}
开发者ID:de-dima, 项目名称:243, 代码行数:88, 代码来源:BattleGroundWS.cpp
示例7: GetTrinityString
void BattleGroundWS::EventPlayerClickedOnFlag(Player *Source, GameObject* target_obj)
{
if(GetStatus() != STATUS_IN_PROGRESS)
return;
const char *message;
uint8 type = 0;
//alliance flag picked up from base
if(Source->GetTeam() == HORDE && this->GetFlagState(ALLIANCE) == BG_WS_FLAG_STATE_ON_BASE
&& this->m_BgObjects[BG_WS_OBJECT_A_FLAG] == target_obj->GetGUID())
{
message = GetTrinityString(LANG_BG_WS_PICKEDUP_AF);
type = CHAT_MSG_BG_SYSTEM_HORDE;
PlaySoundToAll(BG_WS_SOUND_ALLIANCE_FLAG_PICKED_UP);
SpawnBGObject(BG_WS_OBJECT_A_FLAG, RESPAWN_ONE_DAY);
SetAllianceFlagPicker(Source->GetGUID());
m_FlagState[BG_TEAM_ALLIANCE] = BG_WS_FLAG_STATE_ON_PLAYER;
//update world state to show correct flag carrier
UpdateFlagState(HORDE, BG_WS_FLAG_STATE_ON_PLAYER);
UpdateWorldState(BG_WS_FLAG_UNK_ALLIANCE, 1);
Source->CastSpell(Source, BG_WS_SPELL_SILVERWING_FLAG, true);
if(m_FlagState[1] == BG_WS_FLAG_STATE_ON_PLAYER)
m_BothFlagsKept = true;
}
//horde flag picked up from base
if (Source->GetTeam() == ALLIANCE && this->GetFlagState(HORDE) == BG_WS_FLAG_STATE_ON_BASE
&& this->m_BgObjects[BG_WS_OBJECT_H_FLAG] == target_obj->GetGUID())
{
message = GetTrinityString(LANG_BG_WS_PICKEDUP_HF);
type = CHAT_MSG_BG_SYSTEM_ALLIANCE;
PlaySoundToAll(BG_WS_SOUND_HORDE_FLAG_PICKED_UP);
SpawnBGObject(BG_WS_OBJECT_H_FLAG, RESPAWN_ONE_DAY);
SetHordeFlagPicker(Source->GetGUID());
m_FlagState[BG_TEAM_HORDE] = BG_WS_FLAG_STATE_ON_PLAYER;
//update world state to show correct flag carrier
UpdateFlagState(ALLIANCE, BG_WS_FLAG_STATE_ON_PLAYER);
UpdateWorldState(BG_WS_FLAG_UNK_HORDE, 1);
Source->CastSpell(Source, BG_WS_SPELL_WARSONG_FLAG, true);
if(m_FlagState[0] == BG_WS_FLAG_STATE_ON_PLAYER)
m_BothFlagsKept = true;
}
//Alliance flag on ground(not in base) (returned or picked up again from ground!)
if(this->GetFlagState(ALLIANCE) == BG_WS_FLAG_STATE_ON_GROUND && Source->IsWithinDistInMap(target_obj, 10) && target_obj->GetGOInfo()->id == BG_OBJECT_A_FLAG_GROUND_WS_ENTRY)
{
if(Source->GetTeam() == ALLIANCE)
{
message = GetTrinityString(LANG_BG_WS_RETURNED_AF);
type = CHAT_MSG_BG_SYSTEM_ALLIANCE;
UpdateFlagState(HORDE, BG_WS_FLAG_STATE_WAIT_RESPAWN);
RespawnFlag(ALLIANCE, false);
SpawnBGObject(BG_WS_OBJECT_A_FLAG, RESPAWN_IMMEDIATELY);
PlaySoundToAll(BG_WS_SOUND_FLAG_RETURNED);
UpdatePlayerScore(Source, SCORE_FLAG_RETURNS, 1);
m_BothFlagsKept = false;
}
else
{
message = GetTrinityString(LANG_BG_WS_PICKEDUP_AF);
type = CHAT_MSG_BG_SYSTEM_HORDE;
PlaySoundToAll(BG_WS_SOUND_ALLIANCE_FLAG_PICKED_UP);
SpawnBGObject(BG_WS_OBJECT_A_FLAG, RESPAWN_ONE_DAY);
SetAllianceFlagPicker(Source->GetGUID());
Source->CastSpell(Source, BG_WS_SPELL_SILVERWING_FLAG, true);
m_FlagState[BG_TEAM_ALLIANCE] = BG_WS_FLAG_STATE_ON_PLAYER;
UpdateFlagState(HORDE, BG_WS_FLAG_STATE_ON_PLAYER);
if(m_FlagDebuffState == 1)
Source->CastSpell(Source,WS_SPELL_FOCUSED_ASSAULT,true);
if(m_FlagDebuffState == 2)
Source->CastSpell(Source,WS_SPELL_BRUTAL_ASSAULT,true);
UpdateWorldState(BG_WS_FLAG_UNK_ALLIANCE, 1);
}
//called in HandleGameObjectUseOpcode:
//target_obj->Delete();
}
//Horde flag on ground(not in base) (returned or picked up again)
if(this->GetFlagState(HORDE) == BG_WS_FLAG_STATE_ON_GROUND && Source->IsWithinDistInMap(target_obj, 10) && target_obj->GetGOInfo()->id == BG_OBJECT_H_FLAG_GROUND_WS_ENTRY)
{
if(Source->GetTeam() == HORDE)
{
message = GetTrinityString(LANG_BG_WS_RETURNED_HF);
type = CHAT_MSG_BG_SYSTEM_HORDE;
UpdateFlagState(ALLIANCE, BG_WS_FLAG_STATE_WAIT_RESPAWN);
RespawnFlag(HORDE, false);
SpawnBGObject(BG_WS_OBJECT_H_FLAG, RESPAWN_IMMEDIATELY);
PlaySoundToAll(BG_WS_SOUND_FLAG_RETURNED);
UpdatePlayerScore(Source, SCORE_FLAG_RETURNS, 1);
m_BothFlagsKept = false;
}
else
{
message = GetTrinityString(LANG_BG_WS_PICKEDUP_HF);
type = CHAT_MSG_BG_SYSTEM_ALLIANCE;
PlaySoundToAll(BG_WS_SOUND_HORDE_FLAG_PICKED_UP);
SpawnBGObject(BG_WS_OBJECT_H_FLAG, RESPAWN_ONE_DAY);
SetHordeFlagPicker(Source->GetGUID());
Source->CastSpell(Source, BG_WS_SPELL_WARSONG_FLAG, true);
//.........这里部分代码省略.........
开发者ID:de-dima, 项目名称:243, 代码行数:101, 代码来源:BattleGroundWS.cpp
示例8: GetPlayer
void WorldSession::HandleSendMail(WorldPacket& recvData)
{
ObjectGuid mailbox;
uint64 money, COD;
std::string receiver, subject, body;
uint32 bodyLength, subjectLength, receiverLength;
uint32 unk1, unk2;
uint8 itemCount;
recvData >> unk1 >> unk2; // both unknown
recvData >> COD >> money; // money and cod
mailbox[0] = recvData.ReadBit();
mailbox[6] = recvData.ReadBit();
mailbox[4] = recvData.ReadBit();
mailbox[1] = recvData.ReadBit();
bodyLength = recvData.ReadBits(11);
mailbox[3] = recvData.ReadBit();
receiverLength = recvData.ReadBits(9);
mailbox[7] = recvData.ReadBit();
mailbox[5] = recvData.ReadBit();
itemCount = recvData.ReadBits(5); // attached items count
if (itemCount > MAX_MAIL_ITEMS) // client limit
{
GetPlayer()->SendMailResult(0, MAIL_SEND, MAIL_ERR_TOO_MANY_ATTACHMENTS);
recvData.rfinish(); // set to end to avoid warnings spam
return;
}
ObjectGuid itemGuids[MAX_MAIL_ITEMS];
uint8 bitOrder[8] = {1, 7, 2, 5, 0, 6, 3, 4};
for (uint8 i = 0; i < itemCount; ++i)
recvData.ReadBitInOrder(itemGuids[i], bitOrder);
subjectLength = recvData.ReadBits(9);
mailbox[2] = recvData.ReadBit();
for (uint8 i = 0; i < itemCount; ++i)
{
recvData.read_skip<uint8>(); // item slot in mail, not used
recvData.ReadByteSeq(itemGuids[i][3]);
recvData.ReadByteSeq(itemGuids[i][0]);
recvData.ReadByteSeq(itemGuids[i][2]);
recvData.ReadByteSeq(itemGuids[i][1]);
recvData.ReadByteSeq(itemGuids[i][6]);
recvData.ReadByteSeq(itemGuids[i][5]);
recvData.ReadByteSeq(itemGuids[i][7]);
recvData.ReadByteSeq(itemGuids[i][4]);
}
recvData.ReadByteSeq(mailbox[1]);
body = recvData.ReadString(bodyLength);
recvData.ReadByteSeq(mailbox[0]);
subject = recvData.ReadString(subjectLength);
recvData.ReadByteSeq(mailbox[2]);
recvData.ReadByteSeq(mailbox[6]);
recvData.ReadByteSeq(mailbox[5]);
recvData.ReadByteSeq(mailbox[7]);
recvData.ReadByteSeq(mailbox[3]);
recvData.ReadByteSeq(mailbox[4]);
receiver = recvData.ReadString(receiverLength);
// packet read complete, now do check
if (!GetPlayer()->GetGameObjectIfCanInteractWith(mailbox, GAMEOBJECT_TYPE_MAILBOX))
return;
if (receiver.empty())
return;
Player* player = _player;
if (player->getLevel() < sWorld->getIntConfig(CONFIG_MAIL_LEVEL_REQ))
{
SendNotification(GetTrinityString(LANG_MAIL_SENDER_REQ), sWorld->getIntConfig(CONFIG_MAIL_LEVEL_REQ));
return;
}
uint64 rc = 0;
if (normalizePlayerName(receiver))
rc = sObjectMgr->GetPlayerGUIDByName(receiver);
if (!rc)
{
sLog->outInfo(LOG_FILTER_NETWORKIO, "Player %u is sending mail to %s (GUID: not existed!) with subject %s and body %s includes %u items, " UI64FMTD " copper and " UI64FMTD " COD copper with unk1 = %u, unk2 = %u",
player->GetGUIDLow(), receiver.c_str(), subject.c_str(), body.c_str(), itemCount, money, COD, unk1, unk2);
player->SendMailResult(0, MAIL_SEND, MAIL_ERR_RECIPIENT_NOT_FOUND);
return;
}
sLog->outInfo(LOG_FILTER_NETWORKIO, "Player %u is sending mail to %s (GUID: %u) with subject %s and body %s includes %u items, " UI64FMTD " copper and " UI64FMTD " COD copper with unk1 = %u, unk2 = %u", player->GetGUIDLow(), receiver.c_str(), GUID_LOPART(rc), subject.c_str(), body.c_str(), itemCount, money, COD, unk1, unk2);
if (player->GetGUID() == rc)
{
player->SendMailResult(0, MAIL_SEND, MAIL_ERR_CANNOT_SEND_TO_SELF);
return;
}
uint32 cost = itemCount ? 30 * itemCount : 30; // price hardcoded in client
//.........这里部分代码省略.........
开发者ID:CATACLYSMDEV, 项目名称:JadeCore-5.4.8-18291--dev-, 代码行数:101, 代码来源:MailHandler.cpp
示例9: CHECK_PACKET_SIZE
void WorldSession::HandleMessagechatOpcode( WorldPacket & recv_data )
{
CHECK_PACKET_SIZE(recv_data,4+4+1);
uint32 type;
uint32 lang;
recv_data >> type;
recv_data >> lang;
if(type >= MAX_CHAT_MSG_TYPE)
{
sLog.outError("CHAT: Wrong message type received: %u", type);
return;
}
//sLog.outDebug("CHAT: packet received. type %u, lang %u", type, lang );
// prevent talking at unknown language (cheating)
LanguageDesc const* langDesc = GetLanguageDescByID(lang);
if(!langDesc)
{
SendNotification(LANG_UNKNOWN_LANGUAGE);
return;
}
if(langDesc->skill_id != 0 && !_player->HasSkill(langDesc->skill_id))
{
// also check SPELL_AURA_COMPREHEND_LANGUAGE (client offers option to speak in that language)
Unit::AuraList const& langAuras = _player->GetAurasByType(SPELL_AURA_COMPREHEND_LANGUAGE);
bool foundAura = false;
for(Unit::AuraList::const_iterator i = langAuras.begin();i != langAuras.end(); ++i)
{
if((*i)->GetModifier()->m_miscvalue == lang)
{
foundAura = true;
break;
}
}
if(!foundAura)
{
SendNotification(LANG_NOT_LEARNED_LANGUAGE);
return;
}
}
if(lang == LANG_ADDON)
{
// Disabled addon channel?
if(!sWorld.getConfig(CONFIG_ADDON_CHANNEL))
return;
}
// LANG_ADDON should not be changed nor be affected by flood control
else
{
// send in universal language if player in .gmon mode (ignore spell effects)
if (_player->isGameMaster())
lang = LANG_UNIVERSAL;
else
{
// send in universal language in two side iteration allowed mode
if (sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT))
lang = LANG_UNIVERSAL;
else
{
switch(type)
{
case CHAT_MSG_PARTY:
case CHAT_MSG_RAID:
case CHAT_MSG_RAID_LEADER:
case CHAT_MSG_RAID_WARNING:
// allow two side chat at group channel if two side group allowed
if(sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_GROUP))
lang = LANG_UNIVERSAL;
break;
case CHAT_MSG_GUILD:
case CHAT_MSG_OFFICER:
// allow two side chat at guild channel if two side guild allowed
if(sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_GUILD))
lang = LANG_UNIVERSAL;
break;
}
}
// but overwrite it by SPELL_AURA_MOD_LANGUAGE auras (only single case used)
Unit::AuraList const& ModLangAuras = _player->GetAurasByType(SPELL_AURA_MOD_LANGUAGE);
if(!ModLangAuras.empty())
lang = ModLangAuras.front()->GetModifier()->m_miscvalue;
}
if (!_player->CanSpeak())
{
std::string timeStr = secsToTimeString(m_muteTime - time(NULL));
SendNotification(GetTrinityString(LANG_WAIT_BEFORE_SPEAKING),timeStr.c_str());
return;
}
if (type != CHAT_MSG_AFK && type != CHAT_MSG_DND)
GetPlayer()->UpdateSpeakTime();
}
//.........这里部分代码省略.........
开发者ID:megamage, 项目名称:mangos, 代码行数:101, 代码来源:ChatHandler.cpp
示例10: ModifyStartDelayTime
void BattleGroundAB::Update(uint32 diff)
{
BattleGround::Update(diff);
if (GetStatus() == STATUS_WAIT_JOIN && GetPlayersSize())
{
ModifyStartDelayTime(diff);
if (!(m_Events & 0x01))
{
m_Events |= 0x01;
// setup here, only when at least one player has ported to the map
if (!SetupBattleGround())
{
EndNow();
return;
}
sLog.outDebug("Arathi Basin: entering state STATUS_WAIT_JOIN ...");
// despawn banners, auras and buffs
for (int obj = BG_AB_OBJECT_BANNER_NEUTRAL; obj < BG_AB_DYNAMIC_NODES_COUNT * 8; ++obj)
SpawnBGObject(obj, RESPAWN_ONE_DAY);
for (int i = 0; i < BG_AB_DYNAMIC_NODES_COUNT * 3; ++i)
SpawnBGObject(BG_AB_OBJECT_SPEEDBUFF_STABLES + i, RESPAWN_ONE_DAY);
// Starting doors
SpawnBGObject(BG_AB_OBJECT_GATE_A, RESPAWN_IMMEDIATELY);
SpawnBGObject(BG_AB_OBJECT_GATE_H, RESPAWN_IMMEDIATELY);
DoorClose(BG_AB_OBJECT_GATE_A);
DoorClose(BG_AB_OBJECT_GATE_H);
// Starting base spirit guides
_NodeOccupied(BG_AB_SPIRIT_ALIANCE,ALLIANCE);
_NodeOccupied(BG_AB_SPIRIT_HORDE,HORDE);
SetStartDelayTime(START_DELAY0);
}
// After 1 minute, warning is signalled
else if (GetStartDelayTime() <= START_DELAY1 && !(m_Events & 0x04))
{
m_Events |= 0x04;
SendMessageToAll(GetTrinityString(LANG_BG_AB_ONEMINTOSTART));
}
// After 1,5 minute, warning is signalled
else if (GetStartDelayTime() <= START_DELAY2 && !(m_Events & 0x08))
{
m_Events |= 0x08;
SendMessageToAll(GetTrinityString(LANG_BG_AB_HALFMINTOSTART));
}
// After 2 minutes, gates OPEN ! x)
else if (GetStartDelayTime() < 0 && !(m_Events & 0x10))
{
m_Events |= 0x10;
SendMessageToAll(GetTrinityString(LANG_BG_AB_STARTED));
// spawn neutral banners
for (int banner = BG_AB_OBJECT_BANNER_NEUTRAL, i = 0; i < 5; banner += 8, ++i)
SpawnBGObject(banner, RESPAWN_IMMEDIATELY);
for (int i = 0; i < BG_AB_DYNAMIC_NODES_COUNT; ++i)
{
//randomly select buff to spawn
uint8 buff = urand(0, 2);
SpawnBGObject(BG_AB_OBJECT_SPEEDBUFF_STABLES + buff + i * 3, RESPAWN_IMMEDIATELY);
}
DoorOpen(BG_AB_OBJECT_GATE_A);
DoorOpen(BG_AB_OBJECT_GATE_H);
PlaySoundToAll(SOUND_BG_START);
if (sWorld.getConfig(CONFIG_BG_START_MUSIC))
PlaySoundToAll(SOUND_BG_START_L70ETC); //MUSIC
SetStatus(STATUS_IN_PROGRESS);
for (BattleGroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
if (Player* plr = sObjectMgr.GetPlayer(itr->first))
plr->RemoveAurasDueToSpell(SPELL_PREPARATION);
}
}
else if (GetStatus() == STATUS_IN_PROGRESS)
{
int team_points[2] = { 0, 0 };
for (int node = 0; node < BG_AB_DYNAMIC_NODES_COUNT; ++node)
{
// 3 sec delay to spawn new banner instead previous despawned one
if (m_BannerTimers[node].timer)
{
if (m_BannerTimers[node].timer > diff)
m_BannerTimers[node].timer -= diff;
else
{
m_BannerTimers[node].timer = 0;
_CreateBanner(node, m_BannerTimers[node].type, m_BannerTimers[node].teamIndex, false);
}
}
// 1-minute to occupy a node from contested state
if (m_NodeTimers[node])
//.........这里部分代码省略.........
开发者ID:Xadras, 项目名称:looking4group-core, 代码行数:101, 代码来源:BattleGroundAB.cpp
示例11: GetPlayer
void WorldSession::HandleSendMail(WorldPacket & recv_data)
{
uint64 mailbox, unk3;
std::string receiver, subject, body;
uint32 unk1, unk2, money, COD;
uint8 unk4;
recv_data >> mailbox;
recv_data >> receiver;
recv_data >> subject;
recv_data >> body;
recv_data >> unk1; // stationery?
recv_data >> unk2; // 0x00000000
uint8 items_count;
recv_data >> items_count; // attached items count
if (items_count > MAX_MAIL_ITEMS) // client limit
{
GetPlayer()->SendMailResult(0, MAIL_SEND, MAIL_ERR_TOO_MANY_ATTACHMENTS);
recv_data.rpos(recv_data.wpos()); // set to end to avoid warnings spam
return;
}
uint64 itemGUIDs[MAX_MAIL_ITEMS];
for (uint8 i = 0; i < items_count; ++i)
{
recv_data.read_skip<uint8>(); // item slot in mail, not used
recv_data >> itemGUIDs[i];
}
recv_data >> money >> COD; // money and cod
recv_data >> unk3; // const 0
recv_data >> unk4; // const 0
// packet read complete, now do check
if (!GetPlayer()->GetGameObjectIfCanInteractWith(mailbox, GAMEOBJECT_TYPE_MAILBOX))
return;
if (receiver.empty())
return;
Player* pl = _player;
if (pl->getLevel() < sWorld.getConfig(CONFIG_MAIL_LEVEL_REQ))
{
SendNotification(GetTrinityString(LANG_MAIL_SENDER_REQ), sWorld.getConfig(CONFIG_MAIL_LEVEL_REQ));
return;
}
uint64 rc = 0;
if (normalizePlayerName(receiver))
rc = objmgr.GetPlayerGUIDByName(receiver);
if (!rc)
{
sLog.outDetail("Player %u is sending mail to %s (GUID: not existed!) with subject %s and body %s includes %u items, %u copper and %u COD copper with unk1 = %u, unk2 = %u",
pl->GetGUIDLow(), receiver.c_str(), subject.c_str(), body.c_str(), items_count, money, COD, unk1, unk2);
pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_RECIPIENT_NOT_FOUND);
return;
}
sLog.outDetail("Player %u is sending mail to %s (GUID: %u) with subject %s and body %s includes %u items, %u copper and %u COD copper with unk1 = %u, unk2 = %u", pl->GetGUIDLow(), receiver.c_str(), GUID_LOPART(rc), subject.c_str(), body.c_str(), items_count, money, COD, unk1, unk2);
if (pl->GetGUID() == rc)
{
pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_CANNOT_SEND_TO_SELF);
return;
}
uint32 cost = items_count ? 30 * items_count : 30; // price hardcoded in client
uint32 reqmoney = cost + money;
if (pl->GetMoney() < reqmoney)
{
pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_NOT_ENOUGH_MONEY);
return;
}
Player *receive = objmgr.GetPlayer(rc);
uint32 rc_team = 0;
uint8 mails_count = 0; //do not allow to send to one player more than 100 mails
uint8 receiveLevel = 0;
if (receive)
{
rc_team = receive->GetTeam();
mails_count = receive->GetMailSize();
receiveLevel = receive->getLevel();
}
else
{
rc_team = objmgr.GetPlayerTeamByGUID(rc);
if (QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT COUNT(*) FROM mail WHERE receiver = '%u'", GUID_LOPART(rc)))
//.........这里部分代码省略.........
开发者ID:Elevim, 项目名称:RG-332, 代码行数:101, 代码来源:Mail.cpp
示例12: while
/* Invoked if a player used a banner as a gameobject */
void BattleGroundAB::EventPlayerClickedOnFlag(Player *source, GameObject* /*target_obj*/)
{
if (GetStatus() != STATUS_IN_PROGRESS)
return;
uint8 node = BG_AB_NODE_STABLES;
Map * tmpMap = source->GetMap();
GameObject* obj = tmpMap->GetGameObject(m_BgObjects[node*8+7]);
while ((node < BG_AB_DYNAMIC_NODES_COUNT) && ((!obj) || (!source->IsWithinDistInMap(obj,10))))
{
++node;
obj = tmpMap->GetGameObject(m_BgObjects[node*8+BG_AB_OBJECT_AURA_CONTESTED]);
}
if (node == BG_AB_DYNAMIC_NODES_COUNT)
{
// this means our player isn't close to any of banners - maybe cheater ??
return;
}
uint8 teamIndex = GetTeamIndexByTeamId(source->GetBGTeam());
// Message to chatlog
char buf[256];
uint8 type = (teamIndex == 0) ? CHAT_MSG_BG_SYSTEM_ALLIANCE : CHAT_MSG_BG_SYSTEM_HORDE;
// Check if player really could use this banner, not cheated
if (!(m_Nodes[node] == 0 || teamIndex == m_Nodes[node]%2))
return;
source->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT);
uint32 sound = 0;
// If node is neutral, change to contested
if (m_Nodes[node] == BG_AB_NODE_TYPE_NEUTRAL)
{
UpdatePlayerScore(source, SCORE_BASES_ASSAULTED, 1);
m_prevNodes[node] = m_Nodes[node];
m_Nodes[node] = teamIndex + 1;
// burn current neutral banner
_DelBanner(node, BG_AB_NODE_TYPE_NEUTRAL, 0);
// create new contested banner
_CreateBanner(node, BG_AB_NODE_TYPE_CONTESTED, teamIndex, true);
_SendNodeUpdate(node);
m_NodeTimers[node] = BG_AB_FLAG_CAPTURING_TIME;
sprintf(buf, GetTrinityString(LANG_BG_AB_NODE_CLAIMED), _GetNodeName(node), (teamIndex == 0) ? GetTrinityString(LANG_BG_AB_ALLY) : GetTrinityString(LANG_BG_AB_HORDE));
sound = SOUND_NODE_CLAIMED;
SendObjectiveComplete(BG_AB_CREDITMARKER[node], teamIndex,BG_AB_NodePositions[node][1],BG_AB_NodePositions[node][2]);
}
// If node is contested
else if ((m_Nodes[node] == BG_AB_NODE_STATUS_ALLY_CONTESTED) || (m_Nodes[node] == BG_AB_NODE_STATUS_HORDE_CONTESTED))
{
// If last state is NOT occupied, change node to enemy-contested
if (m_prevNodes[node] < BG_AB_NODE_TYPE_OCCUPIED)
{
UpdatePlayerScore(source, SCORE_BASES_ASSAULTED, 1);
m_prevNodes[node] = m_Nodes[node];
m_Nodes[node] = teamIndex + BG_AB_NODE_TYPE_CONTESTED;
// burn current contested banner
_DelBanner(node, BG_AB_NODE_TYPE_CONTESTED, !teamIndex);
// create new contested banner
_CreateBanner(node, BG_AB_NODE_TYPE_CONTESTED, teamIndex, true);
_SendNodeUpdate(node);
m_NodeTimers[node] = BG_AB_FLAG_CAPTURING_TIME;
sprintf(buf, GetTrinityString(LANG_BG_AB_NODE_ASSAULTED), _GetNodeName(node));
SendObjectiveComplete(BG_AB_CREDITMARKER[node], teamIndex,BG_AB_NodePositions[node][1],BG_AB_NodePositions[node][2]);
}
// If contested, change back to occupied
else
{
UpdatePlayerScore(source, SCORE_BASES_DEFENDED, 1);
m_prevNodes[node] = m_Nodes[node];
m_Nodes[node] = teamIndex + BG_AB_NODE_TYPE_OCCUPIED;
// burn current contested banner
_DelBanner(node, BG_AB_NODE_TYPE_CONTESTED, !teamIndex);
// create new occupied banner
_CreateBanner(node, BG_AB_NODE_TYPE_OCCUPIED, teamIndex, true);
_SendNodeUpdate(node);
m_NodeTimers[node] = 0;
_NodeOccupied(node,(teamIndex == 0) ? ALLIANCE:HORDE);
sprintf(buf, GetTrinityString(LANG_BG_AB_NODE_DEFENDED), _GetNodeName(node));
}
sound = (teamIndex == 0) ? SOUND_NODE_ASSAULTED_ALLIANCE : SOUND_NODE_ASSAULTED_HORDE;
}
// If node is occupied, change to enemy-contested
else
{
UpdatePlayerScore(source, SCORE_BASES_ASSAULTED, 1);
m_prevNodes[node] = m_Nodes[node];
m_Nodes[node] = teamIndex + BG_AB_NODE_TYPE_CONTESTED;
// burn current occupied banner
_DelBanner(node, BG_AB_NODE_TYPE_OCCUPIED, !teamIndex);
// create new contested banner
_CreateBanner(node, BG_AB_NODE_TYPE_CONTESTED, teamIndex, true);
_SendNodeUpdate(node);
_NodeDeOccupied(node);
m_NodeTimers[node] = BG_AB_FLAG_CAPTURING_TIME;
sprintf(buf, GetTrinityString(LANG_BG_AB_NODE_ASSAULTED), _GetNodeName(node));
sound = (teamIndex == 0) ? SOUND_NODE_ASSAULTED_ALLIANCE : SOUND_NODE_ASSAULTED_HORDE;
SendObjectiveComplete(BG_AB_CREDITMARKER[node], teamIndex,BG_AB_NodePositions[node][1],BG_AB_NodePositions[node][2]);
//.........这里部分代码省略.........
开发者ID:Xadras, 项目名称:looking4group-core, 代码行数:101, 代码来源:BattleGroundAB.cpp
示例13: ModifyStartDelayTime
void BattleGroundEY::Update(time_t diff)
{
BattleGround::Update(diff);
// after bg start we get there (once)
if (GetStatus() == STATUS_WAIT_JOIN && GetPlayersSize())
{
ModifyStartDelayTime(diff);
if(!(m_Events & 0x01))
{
m_Events |= 0x01;
// setup here, only when at least one player has ported to the map
if(!SetupBattleGround())
{
EndNow();
return;
}
SpawnBGObject(BG_EY_OBJECT_DOOR_A, RESPAWN_IMMEDIATELY);
SpawnBGObject(BG_EY_OBJECT_DOOR_H, RESPAWN_IMMEDIATELY);
// SpawnBGCreature(EY_SPIRIT_MAIN_ALLIANCE, RESPAWN_IMMEDIATELY);
// SpawnBGCreature(EY_SPIRIT_MAIN_HORDE, RESPAWN_IMMEDIATELY);
for(uint32 i = BG_EY_OBJECT_A_BANNER_FEL_REALVER_CENTER; i < BG_EY_OBJECT_MAX; ++i)
SpawnBGObject(i, RESPAWN_ONE_DAY);
SetStartDelayTime(START_DELAY0);
}
// After 1 minute, warning is signalled
else if(GetStartDelayTime() <= START_DELAY1 && !(m_Events & 0x04))
{
m_Events |= 0x04;
SendMessageToAll(GetTrinityString(LANG_BG_EY_ONE_MINUTE));
}
// After 1,5 minute, warning is signalled
else if(GetStartDelayTime() <= START_DELAY2 && !(m_Events & 0x08))
{
m_Events |= 0x08;
SendMessageToAll(GetTrinityString(LANG_BG_EY_HALF_MINUTE));
}
// After 2 minutes, gates OPEN ! x)
else if(GetStartDelayTime() < 0 && !(m_Events & 0x10))
{
m_Events |= 0x10;
SpawnBGObject(BG_EY_OBJECT_DOOR_A, RESPAWN_ONE_DAY);
SpawnBGObject(BG_EY_OBJECT_DOOR_H, RESPAWN_ONE_DAY);
for(uint32 i = BG_EY_OBJECT_N_BANNER_FEL_REALVER_CENTER; i <= BG_EY_OBJECT_FLAG_NETHERSTORM; ++i)
SpawnBGObject(i, RESPAWN_IMMEDIATELY);
for(uint32 i = 0; i < EY_POINTS_MAX; ++i)
{
//randomly spawn buff
uint8 buff = urand(0, 2);
SpawnBGObject(BG_EY_OBJECT_SPEEDBUFF_FEL_REALVER + buff + i * 3, RESPAWN_IMMEDIATELY);
}
SendMessageToAll(GetTrinityString(LANG_BG_EY_BEGIN));
PlaySoundToAll(SOUND_BG_START);
if(sWorld.getConfig(CONFIG_BG_START_MUSIC))
PlaySoundToAll(SOUND_BG_START_L70ETC); //MUSIC
SetStatus(STATUS_IN_PROGRESS);
for(BattleGroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
if(Player *plr = objmgr.GetPlayer(itr->first))
plr->RemoveAurasDueToSpell(SPELL_PREPARATION);
}
}
else if(GetStatus() == STATUS_IN_PROGRESS)
{
m_PointAddingTimer -= diff;
if(m_PointAddingTimer <= 0)
{
m_PointAddingTimer = BG_EY_FPOINTS_TICK_TIME;
if (m_TeamPointsCount[BG_TEAM_ALLIANCE] > 0)
AddPoints(ALLIANCE, BG_EY_TickPoints[m_TeamPointsCount[BG_TEAM_ALLIANCE] - 1]);
if (m_TeamPointsCount[BG_TEAM_HORDE] > 0)
AddPoints(HORDE, BG_EY_TickPoints[m_TeamPointsCount[BG_TEAM_HORDE] - 1]);
}
if(m_FlagState == BG_EY_FLAG_STATE_WAIT_RESPAWN || m_FlagState == BG_EY_FLAG_STATE_ON_GROUND)
{
m_FlagsTimer -= diff;
if(m_FlagsTimer < 0)
{
m_FlagsTimer = 0;
if (m_FlagState == BG_EY_FLAG_STATE_WAIT_RESPAWN)
RespawnFlag(true);
else
RespawnFlagAfterDrop();
}
}
m_TowerCapCheckTimer -= diff;
if(m_TowerCapCheckTimer <= 0)
{
//check if player joined point
/*I used this order of calls, because although we will check if one player is in gameobject's distance 2 times
//.........这里部分代码省略.........
开发者ID:Bootz, 项目名称:TC-One, 代码行数:101, 代码来源:BattleGroundEY.cpp
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