Добавлен jasonrus96
Подскажите пожалуйста, не могу найти утечку в коде.
library UziLib
native UnitAlive takes unit id returns boolean
function GetLocZUzi takes real x, real y returns real
call MoveLocation( LFZ, x, y )
return GetLocationZ( LFZ )
endfunction
struct vectorUzi
real x
real y
real z
method normalize takes nothing returns nothing
local real l = SquareRoot( x * x + y * y + z * z )
if l == 0.00 then
set l = 1.00
endif
set x = x * ( 1.00 / l )
set y = y * ( 1.00 / l )
set z = z * ( 1.00 / l )
endmethod
static method create takes real x, real y, real z returns thistype
local thistype this = thistype.allocate( )
set this.x = x
set this.y = y
set this.z = z
call this.normalize( )
return this
endmethod
endstruct
struct bulletUzi
unit caster
unit dummy
player p
real x
real y
real z
real s // speed
real d // distance
real r // radius
vectorUzi v
endstruct
function MoveUzi takes nothing returns nothing
local bullet A = LoadInteger( H, GetHandleId( GetExpiredTimer( ) ), 0 )
local unit u
local string BloodEffect = "Objects/Spawnmodels/Undead/UndeadBlood/UndeadBloodAcolyte.mdl"
set A.x = A.x + A.s * A.v.x * Cos( A.v.z )
set A.y = A.y + A.s * A.v.y * Cos( A.v.z )
set A.z = A.z + A.s * A.v.z
set A.d = A.d - A.s
call SetUnitX( A.dummy, A.x )
call SetUnitY( A.dummy, A.y )
call SetUnitFlyHeight( A.dummy, A.z - GetLocZUzi( A.x, A.y ), 0.00 )
call GroupEnumUnitsInRange( TempGroup, A.x, A.y, A.r, null )
loop
set u = FirstOfGroup( TempGroup )
exitwhen u == null
call GroupRemoveUnit( TempGroup, u )
if UnitAlive( u ) and IsUnitEnemy( u, A.p ) and RAbsBJ( GetUnitFlyHeight( u ) - GetUnitFlyHeight( A.dummy ) ) <= 100.00 then
call GroupClear( TempGroup )
call UnitDamageTarget( A.caster, u, 15.00, false, false, null, null, null )
call DestroyEffect( AddSpecialEffectTarget( BloodEffect, u, "origin" ) )
call RemoveUnit( A.dummy )
set BloodEffect = null
call DestroyTimer( GetExpiredTimer( ) )
call FlushChildHashtable( H, GetHandleId( GetExpiredTimer( ) ) )
call DestroyTimer( GetExpiredTimer( ) )
set A.dummy = null
set A.caster = null
call A.v.destroy( )
call A.destroy( )
endif
endloop
if A.d <= 0.00 or A.z - GetLocZUzi( A.x, A.y ) <= 20.00 then
call DestroyTimer( GetExpiredTimer( ) )
call FlushChildHashtable( H, GetHandleId( GetExpiredTimer( ) ) )
call DestroyTimer( GetExpiredTimer( ) )
call RemoveUnit( A.dummy )
set A.dummy = null
set A.caster = null
call A.v.destroy( )
call A.destroy( )
endif
endfunction
function Trig_ShootUzi_Actions takes nothing returns nothing
local timer t = CreateTimer( )
local unit Target = udg_Camera[GetConvertedPlayerId(GetTriggerPlayer())]
local bullet A = bullet.create( )
local real x = GetUnitX(Target)
local real y = GetUnitY(Target)
local real z = GetLocZUzi( x, y ) + 50.00
local string WeaponEffect = "RifleImpact.mdx"
local string WeaponEffect2 = "war3mapImported/RiflemanUZI.mdx"
set A.caster = udg_MainHero_2[GetConvertedPlayerId(GetTriggerPlayer())]
set A.p = GetOwningPlayer( A.caster )
// for offset
set A.x = GetUnitX( A.caster )
set A.y = GetUnitY( A.caster )
set A.z = GetUnitFlyHeight( A.caster ) + GetLocZUzi( A.x, A.y ) + 110.00
set A.v = vectorM16.create( x - A.x, y - A.y, z - A.z )
set A.x = A.x + 90.00 * A.v.x * Cos( A.v.z )
set A.y = A.y + 90.00 * A.v.y * Cos( A.v.z )
set A.z = GetUnitFlyHeight( A.caster ) + GetLocZUzi( A.x, A.y ) + 110.00
// for move
set A.v.x = x - A.x + GetRandomReal(-70.0, 70.0)
set A.v.y = y - A.y + GetRandomReal(-70.0, 70.0)
set A.v.z = z - A.z
call A.v.normalize( )
set A.d = 4200.00
set A.s = 1500.00 * 0.03125
set A.r = 90.00
set A.dummy = CreateUnit( A.p, 'u000', A.x, A.y, Atan2( A.v.y, A.v.x ) * bj_RADTODEG )
call SetUnitPathing( A.dummy, false )
call UnitAddAbility( A.dummy, 'Arav' )
call SetUnitX( A.dummy, A.x )
call SetUnitY( A.dummy, A.y )
call SetUnitFlyHeight( A.dummy, A.z - GetLocZUzi( A.x, A.y ), 0.00 )
call BlzStartUnitAbilityCooldown( udg_MainHero[GetConvertedPlayerId(GetTriggerPlayer())], 'A028', 0.02)
call SaveInteger( H, GetHandleId( t ), 0, A )
call TimerStart( t, 0.02, true, function MoveUzi )
call DestroyEffect( AddSpecialEffectTarget( WeaponEffect, A.caster, "weapon" ) )
call DestroyEffect( AddSpecialEffectTarget( WeaponEffect2, A.caster, "chest" ) )
call SetItemCharges( GetItemOfTypeFromUnitBJ(udg_MainHero[GetConvertedPlayerId(GetTriggerPlayer())], 'I00O'), ( GetItemCharges(GetItemOfTypeFromUnitBJ(udg_MainHero[GetConvertedPlayerId(GetTriggerPlayer())], 'I00O')) - 1 ) )
set t = null
set Target = null
set WeaponEffect = null
set WeaponEffect2 = null
call IssueImmediateOrderBJ( udg_MainHero[GetConvertedPlayerId(GetTriggerPlayer())], "stop" )
endfunction
//===========================================================================
function ShootUzi_Conditions takes nothing returns boolean
if ( not ( GetSpellAbilityId() == 'A028' ) ) then
return false
endif
if ( not ( GetItemCharges(GetItemOfTypeFromUnitBJ(udg_MainHero[GetConvertedPlayerId(GetTriggerPlayer())], 'I00O')) != 0 ) ) then
return false
endif
return true
endfunction
function InitTrig_ShootUzi takes nothing returns nothing
local trigger t5 = CreateTrigger()
call TriggerRegisterAnyUnitEventBJ( t5, EVENT_PLAYER_UNIT_SPELL_CAST )
call TriggerAddCondition( t5, Condition( function ShootUzi_Conditions ) )
call TriggerAddAction( t5, function Trig_ShootUzi_Actions )
set t5 = null
endfunction
endlibrary
Принятый ответ
Если у тебя юнит использует этот предмет, то переделай событие триггера - юнит применяет способность, на юнит испоользует предмет. Можно сразу ссылаться на item being manipulated вместо GetItemOfTypeFromUnitBJ
Это бы упростило бы вам работу.
`
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