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CombatMonsterManager.cpp: if(!findPoistion(m_MonsterTypes[iType], x, y))
CombatMonsterManager.cpp: if(!findPosition(m_MonsterTypes[i], x, y)){
CombatMonsterManager.cpp: hash_map<ObjectID_t, Creature* >::iterator itr = m_Creatures.find(creatureID);
CombatMonsterManager.cpp: if(!findPosition(MType, x, y)){
CombatMonsterManager.cpp:bool CombatMonsterManager::findPosition(MonsterType_t monsterType, ZoneCoord_t& RX, ZoneCoord_t& RY) const throw() {
ConnectionInfoManager.cpp: HashMapConnectionInfo::iterator itr = m_ConnectionInfos.find(pConnectionInfo->getClientIP());
ConnectionInfoManager.cpp: HashMapConnectionInfo::iterator itr = m_ConnectionInfos.find(clientIP);
ConnectionInfoManager.cpp: HashMapConnectionInfo::iterator itr = m_ConnectionInfos.find(clientIP);
Creature.cpp:Effect* Creature::findEffect(Effect::EffectClass EClass)
Creature.cpp: return m_pEffectManager->findEffect(EClass);
CreatureManager.cpp:#include <algorithm> // find_if ()
CreatureManager.cpp: hash_map< ObjectID_t , Creature* >::iterator itr = m_Creatures.find(pCreature->getObjectID());
CreatureManager.cpp: hash_map< ObjectID_t , Creature* >::iterator itr = m_Creatures.find(objectID);
CreatureManager.cpp: hash_map< ObjectID_t , Creature* >::const_iterator itr = m_Creatures.find(objectID);
CreatureManager.cpp: hash_map< ObjectID_t , Creature* >::const_iterator itr = find_if (m_Creatures.begin(), m_Creatures.end(), isSameNAME(Name));
CreatureUtil.cpp:Item* findItemOID(Creature* pCreature, ObjectID_t id)
CreatureUtil.cpp: return findItemOID(pCreature, id, storage, x, y);
CreatureUtil.cpp:Item* findItemOID(Creature* pCreature, ObjectID_t id, Item::ItemClass IClass)
CreatureUtil.cpp: return findItemOID(pCreature, id, IClass, storage, x, y);
CreatureUtil.cpp:Item* findItemOID(Creature* pCreature, ObjectID_t id, int& storage, int& x, int &y)
CreatureUtil.cpp: pItem = pInventory->findItemOID(id, tx, ty);
CreatureUtil.cpp:Item* findItemOID(Creature* pCreature, ObjectID_t id, Item::ItemClass IClass, int& storage, int& x, int &y)
CreatureUtil.cpp: pItem = pInventory->findItemOID(id, IClass, tx, ty);
CreatureUtil.cpp:Item* findItemIID(Creature* pCreature, ItemID_t id)
CreatureUtil.cpp: return findItemIID(pCreature, id, storage, x, y);
CreatureUtil.cpp:Item* findItemIID(Creature* pCreature, ItemID_t id, Item::ItemClass IClass)
CreatureUtil.cpp: return findItemIID(pCreature, id, IClass, storage, x, y);
CreatureUtil.cpp:Item* findItemIID(Creature* pCreature, ItemID_t id, int& storage, int& x, int &y)
CreatureUtil.cpp: pItem = pInventory->findItemIID(id, tx, ty);
CreatureUtil.cpp:Item* findItemIID(Creature* pCreature, ItemID_t id, Item::ItemClass IClass, int& storage, int& x, int &y)
CreatureUtil.cpp: pItem = pInventory->findItemIID(id, IClass, tx, ty);
Directive.cpp: start = text.find(beginToken, end);
Directive.cpp: end = text.find(endToken, start+1);
Directive.cpp: i = directive.find_first_of('(', k);
Directive.cpp: j = directive.find_first_of(':', i+1);
Directive.cpp: k = directive.find_first_of(')', j+1);
Directive.cpp: start = deadtext.find(beginToken, end);
Directive.cpp: end = deadtext.find(endToken, start+1);
Directive.cpp: i = directive.find_first_of('(', k);
Directive.cpp: j = directive.find_first_of(':', i+1);
Directive.cpp: k = directive.find_first_of(')', j+1);
Directive.cpp: pos = text.find_first_of(',', oldpos);
EffectManager.cpp: list<Effect*>::const_iterator itr = find_if (m_Effects.begin(), m_Effects.end(), isSameEffectClass(EClass));
EffectManager.cpp: list<Effect*>::iterator itr = find_if (m_Effects.begin(), m_Effects.end(), isSameEffectClass(EClass));
EffectManager.cpp: list<Effect*>::iterator itr = find_if (m_Effects.begin(), m_Effects.end(), isSameEffectClass(EClass));
EffectManager.cpp:Effect* EffectManager::findEffect(Effect::EffectClass EClass)
EffectManager.cpp: list<Effect*>::iterator itr = find_if (m_Effects.begin(), m_Effects.end(), isSameEffectClass(EClass));
EffectManager.cpp:Effect* EffectManager::findEffect(ObjectID_t ObjectID)
EffectManager.cpp:Effect* EffectManager::findEffect(Effect::EffectClass EClass, string EnemyName)
EffectSchedule.cpp: TPOINT pt = findSuitablePositionForEffect(pZone, cx, cy, Effect::EFFECT_CLASS_VAMPIRE_PORTAL);EffectSchedule.cpp: // OID甫 殿废罐酒具 find扼电瘤 窍绰 累诀阑 角青且 荐 乐促.EventMonsterManager.cpp: if (!findPosition(m_MonsterTypes[i], x, y))
EventMonsterManager.cpp: hash_map<ObjectID_t, Creature* >::iterator itr = m_Creatures.find(creatureID);
EventMonsterManager.cpp: if (!findPosition(MType, x, y))
EventMonsterManager.cpp:bool EventMonsterManager::findPosition(MonsterType_t monsterType, ZoneCoord_t& RX, ZoneCoord_t& RY) const
EventMonsterNameManager.cpp: hash_map<ulonglong, string>::iterator itr = m_UsedName.find(NameKey);Guild.cpp: itr = m_Members.find( name );Guild.cpp: itr = m_Members.find( pMember->getName() );Guild.cpp: itr = m_Members.find( name );Guild.cpp: itr = m_Members.find( Member.getName() );GuildManager.cpp: hash_map<GuildID_t, Guild*>::iterator itr = m_Guilds.find(pGuild->getID());
GuildManager.cpp: hash_map<GuildID_t, Guild*>::iterator itr = m_Guilds.find(pGuild->getID());
GuildManager.cpp: hash_map<GuildID_t, Guild*>::iterator itr = m_Guilds.find(id);
GuildManager.cpp: hash_map<GuildID_t, Guild*>::iterator itr = m_Guilds.find(id);
GuildManager.cpp: hash_map<GuildID_t, Guild*>::iterator itr = m_Guilds.find(id);
IncomingPlayerManager.cpp: list<GamePlayer *>::iterator itr = find_if (m_PlayerListQueue.begin(), m_PlayerListQueue.end(), isSamePlayerbyID(id));
IncomingPlayerManager.cpp: list<GamePlayer *>::iterator itr = find_if (m_PlayerOutListQueue.begin(), m_PlayerOutListQueue.end(), isSamePlayer(pGamePlayer));
InitAllStat.cpp: EffectBless* pBless = dynamic_cast<EffectBless*>(findEffect(Effect::EFFECT_CLASS_BLESS));InitAllStat.cpp: EffectPotentialExplosion* pPotentialExplosion = dynamic_cast<EffectPotentialExplosion*>(findEffect(Effect::EFFECT_CLASS_POTENTIAL_EXPLOSION));InitAllStat.cpp: EffectStriking* pStriking = dynamic_cast<EffectStriking*>(findEffect(Effect::EFFECT_CLASS_STRIKING));InitAllStat.cpp: EffectDoom* pDoom = dynamic_cast<EffectDoom*>(findEffect(Effect::EFFECT_CLASS_DOOM));InitAllStat.cpp: EffectSeduction* pSeduction = dynamic_cast<EffectSeduction*>(findEffect(Effect::EFFECT_CLASS_SEDUCTION));InitAllStat.cpp: EffectParalyze* pParalyze = dynamic_cast<EffectParalyze*>(findEffect(Effect::EFFECT_CLASS_PARALYZE));InitAllStat.cpp: EffectChargingPower* pChargingPower= dynamic_cast<EffectChargingPower*>(findEffect(Effect::EFFECT_CLASS_CHARGING_POWER));InitAllStat.cpp: EffectDancingSword* pDancingSword = dynamic_cast<EffectDancingSword*>(findEffect(Effect::EFFECT_CLASS_DANCING_SWORD));InitAllStat.cpp: EffectGhostBlade* pGhostBlade = dynamic_cast<EffectGhostBlade*>(findEffect(Effect::EFFECT_CLASS_GHOST_BLADE));InitAllStat.cpp: EffectMindControl* pMindControl = dynamic_cast<EffectMindControl*>(findEffect(Effect::EFFECT_CLASS_MIND_CONTROL));InitAllStat.cpp: EffectProtectionFromPoison* pProtectionFromPoison = dynamic_cast<EffectProtectionFromPoison*>(findEffect(Effect::EFFECT_CLASS_PROTECTION_FROM_POISON));InitAllStat.cpp: EffectProtectionFromCurse* pProtectionFromCurse = dynamic_cast<EffectProtectionFromCurse*>(findEffect(Effect::EFFECT_CLASS_PROTECTION_FROM_CURSE));InitAllStat.cpp: EffectProtectionFromAcid* pProtectionFromAcid = dynamic_cast<EffectProtectionFromAcid*>(findEffect(Effect::EFFECT_CLASS_PROTECTION_FROM_ACID));InitAllStat.cpp: EffectExpansion* pExpansion = dynamic_cast<EffectExpansion*>(findEffect(Effect::EFFECT_CLASS_EXPANSION));InitAllStat.cpp: EffectBerserker* pBerserker= dynamic_cast<EffectBerserker*>(findEffect(Effect::EFFECT_CLASS_BERSERKER));InitAllStat.cpp: EffectDoom* pDoom = dynamic_cast<EffectDoom*>(findEffect(Effect::EFFECT_CLASS_DOOM));InitAllStat.cpp: EffectSeduction* pSeduction = dynamic_cast<EffectSeduction*>(findEffect(Effect::EFFECT_CLASS_SEDUCTION));InitAllStat.cpp: EffectParalyze* pParalyze = dynamic_cast<EffectParalyze*>(findEffect(Effect::EFFECT_CLASS_PARALYZE));InitAllStat.cpp: EffectTransformToWolf* pTransformToWolf= dynamic_cast<EffectTransformToWolf*>(findEffect(Effect::EFFECT_CLASS_TRANSFORM_TO_WOLF));InitAllStat.cpp: EffectTransformToBat* pTransformToBat = dynamic_cast<EffectTransformToBat*>(findEffect(Effect::EFFECT_CLASS_TRANSFORM_TO_BAT));InitAllStat.cpp: EffectExtreme* pExtreme = dynamic_cast<EffectExtreme*>(findEffect(Effect::EFFECT_CLASS_EXTREME));InitAllStat.cpp: EffectDoom* pDoom = dynamic_cast<EffectDoom*>(findEffect(Effect::EFFECT_CLASS_DOOM));InitAllStat.cpp: EffectSeduction* pSeduction = dynamic_cast<EffectSeduction*>(findEffect(Effect::EFFECT_CLASS_SEDUCTION));InitAllStat.cpp: EffectParalyze* pParalyze = dynamic_cast<EffectParalyze*>(findEffect(Effect::EFFECT_CLASS_PARALYZE));InitAllStat.cpp: EffectTransformToWolf* pTransformToWolf= dynamic_cast<EffectTransformToWolf*>(findEffect(Effect::EFFECT_CLASS_TRANSFORM_TO_WOLF));InitAllStat.cpp: EffectTransformToBat* pTransformToBat = dynamic_cast<EffectTransformToBat*>(findEffect(Effect::EFFECT_CLASS_TRANSFORM_TO_BAT));Inventory.cpp: if (findItemOID(ObjectID, x, y) != NULL) return true;Inventory.cpp: if (findItemIID(ItemID, x, y) != NULL) return true;Inventory.cpp: pTargetItem = findItemOID(ObjectID, x, y);Inventory.cpp: return findItemIID(itemID, x, y);Inventory.cpp: return findItemIID(itemID, Item::ITEM_CLASS_BELT, x, y);Inventory.cpp: return findItemOID(objectID, x, y);Inventory.cpp:Item* Inventory::findItemOID(ObjectID_t id, CoordInven_t& X, CoordInven_t& Y)Inventory.cpp:Item* Inventory::findItemIID(ItemID_t id, CoordInven_t& X, CoordInven_t& Y)Inventory.cpp:Item* Inventory::findItemOID(ObjectID_t id, Item::ItemClass IClass, CoordInven_t& X, CoordInven_t& Y)Inventory.cpp:Item* Inventory::findItemIID(ItemID_t id, Item::ItemClass IClass, CoordInven_t& X, CoordInven_t& Y)ItemFactoryManager.cpp: hash_map<string, Item::ItemClass>::const_iterator ClassType = m_ItemClassMap.find( ClassName );
ItemInfo.cpp: a = req.find_first_of('(', c);ItemInfo.cpp: b = req.find_first_of(',', a+1);ItemInfo.cpp: c = req.find_first_of(')', b+1);ItemMap.cpp: ITEM_MAP::const_iterator itr = find(key);
Monster.cpp: Effect* pEffect = pMonster->getEffectManager()->findEffect(EFFECT_CLASS_PEACE);
Monster.cpp: list<ObjectID_t>::iterator itr = find(m_Enemies.begin() , m_Enemies.end() , pCreature->getObjectID());
Monster.cpp: list<ObjectID_t>::iterator itr = find(m_Enemies.begin() , m_Enemies.end() , pCreature->getObjectID());
Monster.cpp: list<ObjectID_t>::iterator itr = find(m_Enemies.begin() , m_Enemies.end() , pCreature->getObjectID());
Monster.cpp: itr = find_if (m_Enemies.begin() , m_Enemies.end() , StrongerSlayer(m_pZone , pSlayer->getSkillDomainLevelSum()));
Monster.cpp: itr = find_if (m_Enemies.begin() , m_Enemies.end() , StrongerVampire(m_pZone , pVampire->getLevel()));
Monster.cpp: list<ObjectID_t>::iterator itr = find(m_Enemies.begin() , m_Enemies.end() , pCreature->getObjectID());
Monster.cpp: itr = find_if (m_Enemies.begin() , m_Enemies.end() , WeakerSlayer(m_pZone , pSlayer->getSkillDomainLevelSum()));
Monster.cpp: itr = find_if (m_Enemies.begin() , m_Enemies.end() , WeakerVampire(m_pZone , pVampire->getLevel()));
Monster.cpp: list<ObjectID_t>::iterator itr = find(m_Enemies.begin() , m_Enemies.end() , pCreature->getObjectID());
Monster.cpp: list<ObjectID_t>::iterator itr = find(m_Enemies.begin() , m_Enemies.end() , pCreature->getObjectID());
Monster.cpp: list<ObjectID_t>::iterator itr = find(m_Enemies.begin() , m_Enemies.end() , pCreature->getObjectID());
Monster.cpp: Effect* pEffect = pMonster->getEffectManager()->findEffect(EFFECT_CLASS_PEACE);
Monster.cpp: list<ObjectID_t>::iterator itr = find(m_Enemies.begin(), m_Enemies.end(), pCreature->getObjectID());
Monster.cpp: list<ObjectID_t>::iterator itr = find(m_Enemies.begin(), m_Enemies.end() , enemyID);
MonsterInfo.cpp: a = enhance.find_first_of('(',c);
MonsterInfo.cpp: b = enhance.find_first_of(',',a+1);
MonsterInfo.cpp: c = enhance.find_first_of(')',b+1);
MonsterManager.cpp: i = text.find_first_of('(',k);
MonsterManager.cpp: j = text.find_first_of(',',i+1);
MonsterManager.cpp: k = text.find_first_of(')',j+1);
MonsterManager.cpp: hash_map< SpriteType_t , MonsterCounter* >::iterator itr = m_Monsters.find(spriteType);
MonsterManager.cpp: if (!findPosition(monsterType, x, y))
MonsterManager.cpp: hash_map< SpriteType_t , MonsterCounter* >::iterator itr = m_Monsters.find(pMonster->getSpriteType());
MonsterManager.cpp: hash_map<ObjectID_t , Creature* >::iterator itr = m_Creatures.find(creatureID);
MonsterManager.cpp: hash_map< SpriteType_t , MonsterCounter *>::iterator itr2 = m_Monsters.find(pMonster->getSpriteType());
MonsterManager.cpp: hash_map< SpriteType_t , MonsterCounter *>::iterator itr = m_Monsters.find(pMonster->getSpriteType());
MonsterManager.cpp: // 阁胶磐 犁积 内靛俊 findPosition捞扼绰 公茄 风橇 窃荐啊 窍唱 乐促.
MonsterManager.cpp: if (!findPosition(monsterType, x, y))
MonsterManager.cpp:bool MonsterManager::findPosition(MonsterType_t monsterType, ZoneCoord_t& RX, ZoneCoord_t& RY) const
MonsterManager.cpp: cerr << "MonsterManager::findPosition() : Max Count Exceeded" << endl;
MonsterManager.cpp: throw ("MonsterManager::findPosition() : Max Count Exceeded");
MonsterManager.cpp: pt = findSuitablePosition(m_pZone, x, y, Creature::MOVE_MODE_WALKING);
MonsterNameManager.cpp: hash_map<ulonglong, string>::iterator itr = m_UsedName.find(NameKey);OptionInfo.cpp: a = req.find_first_of('(', c);
OptionInfo.cpp: b = req.find_first_of(',', a+1);
OptionInfo.cpp: c = req.find_first_of(')', b+1);
OptionInfo.cpp: hash_map<uint, OptionType_t>::iterator itr = m_OptionTypes.find(level);
OptionInfo.cpp: hash_map<OptionType_t, OptionInfo*>::iterator itr = m_OptionInfos.find(pOptionInfo->getType());
OptionInfo.cpp: hash_map<string, OptionInfo*>::iterator itr2 = m_NicknameOptionInfos.find(pOptionInfo->getNickname());
OptionInfo.cpp: hash_map<OptionType_t, OptionInfo*>::iterator itr = m_OptionInfos.find(OptionType);
OptionInfo.cpp: hash_map<string, OptionInfo*>::iterator itr = m_NicknameOptionInfos.find(nickname);
OptionInfo.cpp: hash_map<string, OptionInfo*>::iterator itr = m_NicknameOptionInfos.find(nickname);
PCFinder.cpp: hash_map< string , Creature* >::iterator itr = m_PCs.find(pCreature->getName());
PCFinder.cpp: hash_map< string , Creature* >::iterator itr = m_PCs.find(name);
PCFinder.cpp: itr = m_PCs.find(name);
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