Ejemplo n.º 1
0
CreatureObject::CreatureObject()
: MovingObject()
,	mTargetId(0)
, mDefenderUpdateCounter(0)
, mSkillModUpdateCounter(0)

, mCurrentAnimation("")
, mCustomizationStr("")
, mFaction("")
, mSpecies("")
, mSpeciesGroup("")
, mHair(NULL)
, mPerformance(NULL)
, mPvPStatus(CreaturePvPStatus_None)
, mPendingPerform(PlayerPerformance_None)

, mCurrentIncapTime(0)
, mEntertainerListenToId(0)
, mFirstIncapTime(0)
, mGroupId(0)
, mOwner(0)
, mState(0)
, mLastEntertainerXP(0)
, mScale(1.0)

, mLanguage(1)
,	mLastMoveTick(0)
, mPerformanceCounter(0)
, mPerformanceId(0)
, mRaceGenderMask(0)
, mSkillUpdateCounter(0)
, mCL(1)
, mFactionRank(0)
, mIncapCount(0)
, mMoodId(0)
, mPosture(0)

,mReady(false)
{
	mType = ObjType_Creature;

	mSkillMods.reserve(50);
	mSkillCommands.reserve(50);
	mFactionList.reserve(50);
	// mDefenders.reserve(10); // It's a std::list now, for faster insertion at front.

	mHam.setParent(this);
	mEquipManager.setParent(this);

	for(uint16 i = 1;i<256;i++)
		mCustomization[i]=0;

	// register event functions
	registerEventFunction(this,&CreatureObject::onIncapRecovery);
}
Ejemplo n.º 2
0
FireworkShow::FireworkShow() : Item()
{
    mRadialMenu	= RadialMenuPtr(new RadialMenu());
    mRadialMenu->addItem(1,0,radId_itemUse,radAction_ObjCallback,"");
    mRadialMenu->addItem(2,0,radId_examine,radAction_ObjCallback,"");
    mRadialMenu->addItem(3,0,radId_itemDestroy,radAction_ObjCallback,"");
    mRadialMenu->addItem(4,0,radId_fireworkshowData,radAction_ObjCallback,"@firework:mnu_show_data");
    mRadialMenu->addItem(5,4,radId_fireworkshowRemove,radAction_ObjCallback,"@firework:mnu_remove_event");
    mRadialMenu->addItem(6,4,radId_fireworkshowModify,radAction_ObjCallback,"@firework:mnu_modify_event");
    mRadialMenu->addItem(7,4,radId_fireworkshowReorder,radAction_ObjCallback,"@firework:mnu_reorder_show");
    mRadialMenu->addItem(8,4,radId_fireworkshowAdd,radAction_ObjCallback,"@firework:mnu_add_event");

    registerEventFunction(this,&FireworkShow::onLaunch);
    this->fireworkShowListModify=0;

    //objList = new ObjectList();
}