VOID CObject_PlayerOther::UpdateCharRace(VOID) { m_pCharRace = NULL; CCharacterData *pCharacterData = GetCharacterData(); if(pCharacterData != NULL && pCharacterData->Get_RaceID() != INVALID_ID) { DBC_DEFINEHANDLE(s_pCharacterRace, DBC_CHARACTER_RACE); m_pCharRace = (const _DBC_CHAR_RACE*)(s_pCharacterRace->Search_Index_EQU(pCharacterData->Get_RaceID())); } }
VOID CTeamOrGroup::FillMyInfo(TeamMemberInfo* member) { Assert( member ); CObject_PlayerMySelf* pMe = CObjectManager::GetMe()->GetMySelf(); Assert( member->m_GUID == pMe->GetServerGUID() ); CCharacterData* pMyData = pMe->GetCharacterData(); if(NULL == pMyData) { return ; } strncpy(member->m_szNick, pMyData->Get_Name(), MAX_CHARACTER_NAME-1); std::string utfstr; StringConvert::mbcs_to_utf8(member->m_szNick,utfstr); strncpy(member->m_szUtf8Nick,utfstr.c_str(),MAX_CHARACTER_NAME*2-1); member->m_szNick[MAX_CHARACTER_NAME-1] = '\0'; member->m_szUtf8Nick[MAX_CHARACTER_NAME*2-1]; member->m_uFamily = pMyData->Get_MenPai(); member->m_uDataID = pMyData->Get_RaceID(); member->m_uLevel = pMyData->Get_Level(); member->m_nPortrait = pMyData->Get_PortraitID(); // 头像 member->m_WorldPos.m_fX = pMe->GetPosition().x; member->m_WorldPos.m_fZ = pMe->GetPosition().z; member->m_nHP = pMyData->Get_HP(); member->m_dwMaxHP = pMyData->Get_MaxHP(); member->m_nMP = pMyData->Get_MP(); member->m_dwMaxMP = pMyData->Get_MaxMP(); member->m_nAnger = pMyData->Get_Rage(); // 怒气 member->m_WeaponID = pMyData->Get_Equip(HEQUIP_MAINHAND); member->m_AssiID = pMyData->Get_Equip(HEQUIP_ASSIHAND); member->m_CapID = pMyData->Get_Equip(HEQUIP_HEAD); member->m_ArmourID = pMyData->Get_Equip(HEQUIP_BACK); member->m_ShoulderID = pMyData->Get_Equip(HEQUIP_SHOULDER); member->m_CuffID = pMyData->Get_Equip(HEQUIP_WRIST); member->m_FootID = pMyData->Get_Equip(HEQUIP_FEET); member->m_uFaceMeshID = pMyData->Get_FaceMesh(); member->m_uHairMeshID = pMyData->Get_HairMesh(); member->m_uHairColor = pMyData->Get_HairColor(); member->m_bDead = ( pMe->CharacterLogic_Get( CObject_Character::LOGIC_BASE ) == CObject_Character::CHARACTER_LOGIC_DEAD ); }