暗影零号 暗影零号
人会在痛苦中成长,当人承受了超越常人的痛苦之后,没错………
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鱼妹的蛋木函数- - library InertiaMissile initializer Init globals      real array MoveSpeed      real array MoveRange      real array MoveDamage      real array MoveDistance      real array MoveX      real array MoveY      unit array MoveUnit      integer top=-1 endglobals function Pop takes integer i returns nothing      set MoveUnit[i]=MoveUnit[top]      set MoveSpeed[i]=MoveSpeed[top]      set MoveRange[i]=MoveRange[top]      set MoveDamage[i]=MoveDamage[top]      set MoveDistance[i]=MoveDistance[top]      set MoveX[i]=MoveX[top]      set MoveY[i]=MoveY[top]      set MoveUnit[top]=null      set   top=top-1 endfunction function MissileEx takes nothing returns nothing      local integer i=top      local real x      local real y      local unit u      local group G      loop          exitwhen i < 0          if MoveDistance[i] < 0. or IsUnitType(MoveUnit[i] , UNIT_TYPE_DEAD)   or MoveUnit[i]==null then              call KillUnit(MoveUnit[i])              call Pop(i)          else              set x=GetUnitX(MoveUnit[i])+ MoveX[i]              set y=GetUnitY(MoveUnit[i]) + MoveY[i]              call SetUnitX(MoveUnit[i],x)              call SetUnitY(MoveUnit[i],y)              set G=CreateGroup()   //开始伤害单位              call GroupEnumUnitsInRange(G,x,y,MoveRange[i],null)              loop                  set u=FirstOfGroup(G)                  if u!= null and IsUnitType(u,UNIT_TYPE_DEAD)==false and IsUnitEnemy(u,GetOwningPlayer(MoveUnit[i])) then                      call UnitDamageTarget(MoveUnit[i],u,MoveDamage[i],true,false,ATTACK_TYPE_NORMAL,DAMAGE_TYPE_NORMAL,WEAPON_TYPE_WHOKNOWS)
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