📄 iroleview.h
字号:
// IRoleView.h: interface for the IRoleView class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_IROLEVIEW_H__875A2D30_E0E8_4A84_A715_44F2C7BAC746__INCLUDED_)
#define AFX_IROLEVIEW_H__875A2D30_E0E8_4A84_A715_44F2C7BAC746__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "BaseFunc.h"
enum{
_VAR_LOOK = 0,
_VAR_HAIR = 1,
_VAR_TRANSFORM = 2,
_VAR_ARMOR = 3,
_VAR_ARMET = 4,
_VAR_RWEAPON = 5,
_VAR_LWEAPON = 6,
_VAR_MOUNT = 7,
_VAR_FRAME = 8,
_VAR_ROTATEX = 9,
_VAR_RWEAPON_ID = 10,
_VAR_WEAPON_ACTION_DATA = 11,
_VAR_DIR = 12,
_VAR_DIRECT_DIR = 13,
_VAR_MAX_LIFE = 14,
_VAR_LIFE = 15,
_VAR_ITEM0 = 16,
_VAR_ITEM1 = 17,
_VAR_LOOKCLONE = 18,
_VAR_MOMENT = 19,
_VAR_DICE0 = 20,
_VAR_DICE1 = 21,
_VAR_DICE2 = 22,
_VAR_MANTLE = 23,
_VAR_HEAD = 24,
_VAR_ACTION_DATA = 25,
_VAR_CLICK = 26,
_VAR_STATUS = 27,
};
class IRoleView
{
public:
IRoleView();
virtual ~IRoleView();
public:
virtual BOOL SetVariable(int nVariableType, DWORD dwData){return false;}
virtual int SetAction(int nActionType, BOOL bResetMotion= true, BOOL bPlayerSound = false, int nWorldX=0, int nWorldY=0, BOOL bSetEffect = false, DWORD dwTerrain=0){return 0;}
virtual void SetPos ( int nX, int nY, int nHeight, int nRotate, float fScale ){return;}
virtual void SetLightOffset( int type, float x, float y, float z, float a, float r, float g, float b ){return;}
virtual void SetRGBA ( float alpha, float red, float green, float blue ){return;}
virtual BOOL HitTest ( int nHitScreenX, int nHitScreenY, int nMapX, int nMapY ){return false;}
virtual BOOL Draw ( int nMapX, int nMapY ){return false;}
virtual DWORD GetVariable(int nVariableType){return 0;}
};
#endif // !defined(AFX_IROLEVIEW_H__875A2D30_E0E8_4A84_A715_44F2C7BAC746__INCLUDED_)
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -