bool CFixSummonAI::StepRunAI(vector<long> vecType, vector<CGUID> vecID) { m_vecSummonEffect = m_pSkill->GetSummonEffect(); m_vecSummonSound = m_pSkill->GetSummonSound(); DWORD m_dwTotalTime = m_pSkill->GetSummonLifeTime(); m_dwTimeStamp = GetCurTickCount(); if(GetCurTickCount() >= m_dwTimeStamp + m_dwTotalTime) m_dwLifeTime = 0; else m_dwLifeTime = m_dwTimeStamp + m_dwTotalTime - GetCurTickCount(); SetPosXY((float)m_pSkill->GetDestX(), (float)m_pSkill->GetDestY()); return true; }
void ETHPhysicsEntityController::SetPosY(const float v) { SetPosXY(Vector2(m_pos.x, v)); }
void ETHPhysicsEntityController::SetPos(const Vector3& pos) { SetPosXY(Vector2(pos.x, pos.y)); m_pos.z = pos.z; }
void ETHPhysicsEntityController::SetPosX(const float v) { SetPosXY(Vector2(v, m_pos.y)); }