,當我在VS 2003編譯耳鼻喉科我得到這些錯誤錯誤C2593:「運算符=」不明確
C:\SRC\Program\_Interface\FuncTextCmd.cpp(953): error C2593: 'operator =' is ambiguous
C:\SRC\Program\_Interface\FuncTextCmd.cpp(958): error C2593: 'operator =' is ambiguous
C:\SRC\Program\_Interface\FuncTextCmd.cpp(963): error C2593: 'operator =' is ambiguous
C:\SRC\Program\_Interface\FuncTextCmd.cpp(968): error C2593: 'operator =' is ambiguous
C:\SRC\Program\_Interface\FuncTextCmd.cpp(973): error C2593: 'operator =' is ambiguous
C:\SRC\Program\_Interface\FuncTextCmd.cpp(978): error C2593: 'operator =' is ambiguous
C:\SRC\Program\_Interface\FuncTextCmd.cpp(982): error C2593: 'operator =' is ambiguous
這是FuncTextCmd.cpp的這一部分它引用
BOOL TextCmd_CHANGEGLOW(CScanner& scanner)
{//98
#ifdef __WORLDSERVER
CUser* pUser = (CUser*)scanner.dwValue;
scanner.GetToken();
CString strcr = scanner.Token;
CString CHANGEGLOW;
if(2 <= strcr.GetLength() && strcr.GetLength() <= 7)
{
strcr.MakeLower();
if(strcmp(strcr, "RED") == 0)
{
CHANGEGLOW = 1;//line 953
}
else
if(strcmp(strcr, "BLUE") == 0)
{
CHANGEGLOW = 2;//line 958
}
else
if(strcmp(strcr, "GREEN") == 0)
{
CHANGEGLOW = 3;//line 963
}
else
if(strcmp(strcr, "YELLOW") == 0)
{
CHANGEGLOW = 4;//line 968
}
else
if(strcmp(strcr, "ORANGE") == 0)
{
CHANGEGLOW = 5;//line 973
}
else
if(strcmp(strcr, "PINK") == 0)
{
CHANGEGLOW = 6;//line 978
}
else if(strcmp(strcr, "PURPLE") == 0)
{
CHANGEGLOW = 7;//line 982
}
else
{
strcr += "unknown glow";
pUser->AddText(strcr);
return FALSE;
}
}
else
{
strcr += "unknown glow";
pUser->AddText(strcr);
return FALSE;
}//2
#endif // __WORLDSERVER
return TRUE;
}
這是對於遊戲的方式是在C++中
如果用戶鍵入稱,在聊天框的顏色,然後繞在自己身上的光芒會改變他們鍵入的內容的一部分以上說法,但,這僅僅是指令的主要部分這個fe ATURE在Mover.cpp處理我源然後輝光部分可以在下面
void CMover::CreateAbilityOption_SetItemSFX(int nAbilityOption)
{
extern DWORD CHANGEGLOW;
DWORD dwSfx = 0;
switch(nAbilityOption)
{
case 3: dwSfx = XI_GEN_ITEM_SETITEM03; break;
case 4: dwSfx = XI_GEN_ITEM_SETITEM04; break;
case 5: dwSfx = XI_GEN_ITEM_SETITEM05; break;
case 6: dwSfx = XI_GEN_ITEM_SETITEM06; break;
case 7: dwSfx = XI_GEN_ITEM_SETITEM07; break;
case 8: dwSfx = XI_GEN_ITEM_SETITEM08; break;
case 9: dwSfx = XI_GEN_ITEM_SETITEM09; break;
case 10: dwSfx = CHANGEGLOW; break;
}
switch(CHANGEGLOW)
{
case 1: dwSfx = RED; break; //make sure that the uppercase RED is what
//you defined in defineobj.h
case 2: dwSfx = BLUE; break; //make sure that the uppercase BLUE is what
// you defined //in defineobj.h
case 3: dwSfx = GREEN; break; //make sure that the uppercase GREEN is what you
//defined in defineobj.h
case 4: dwSfx = YELLOW; break; //make sure that the uppercase YELLOW is what you
//defined in defineobj.h
case 5: dwSfx = ORANGE; break; //make sure that the uppercase ORANGE is what you
//defined in defineobj.h
case 6: dwSfx = PINK; break; //make sure that the uppercase PINK is what you
//defined in defineobj.h
case 7: dwSfx = PURPLE; break; //make sure that the uppercase PURPLE is what you
//defined in defineobj.h
}
//else
//case 10: dwSfx = XI_GEN_ITEM_SETITEM10; break;
CSfxPartsLinkShoulder* pSfx = NULL;
D3DXVECTOR3 v3Scal = D3DXVECTOR3(1.0f, 1.0f, 1.0f);
if(nAbilityOption == 3)
{
// ¾î±ú
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 0;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 1;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;
}
/*
else
if(nAbilityOption == 4)
{
// ¸öÅë
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 6;
pSfx->SetScale(D3DXVECTOR3(2.2f, 2.2f, 2.2f));
}
*/
else
if(nAbilityOption == 4)
{
// ¸öÅë
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 6;
pSfx->SetScale(D3DXVECTOR3(3.0f, 3.0f, 3.0f));
pSfx->m_nOldAbilityOption = nAbilityOption;
}
else
if(nAbilityOption == 5)
{
// ¾î±ú
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 0;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 1;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;
// ¾î±ú, Æȸñ Áß°£
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 4;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 5;
pSfx->m_nOldAbilityOption = nAbilityOption;
}
else
if(nAbilityOption == 6)
{
// ¾î±ú
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 0;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 1;
pSfx->m_nOldAbilityOption = nAbilityOption;
// ¾î±ú, Æȸñ Áß°£
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 4;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 5;
pSfx->m_nOldAbilityOption = nAbilityOption;
// Æȸñ
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 2;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 3;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;
}
else
if(nAbilityOption == 7)
{
// ¾î±ú
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 0;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 1;
pSfx->m_nOldAbilityOption = nAbilityOption;
// ¾î±ú, Æȸñ Áß°£
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 4;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 5;
pSfx->m_nOldAbilityOption = nAbilityOption;
// Æȸñ
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 2;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 3;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;
// ¼Õ
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 8;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 9;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;
}
else
if(nAbilityOption == 8)
{
// ¾î±ú
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 0;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 1;
pSfx->m_nOldAbilityOption = nAbilityOption;
// ¾î±ú, Æȸñ Áß°£
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 4;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 5;
pSfx->m_nOldAbilityOption = nAbilityOption;
// Æȸñ
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 2;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 3;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;
// ¼Õ
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 8;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 9;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, XI_SETIEM_EFFECTHAND, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 9;
pSfx->m_v3Offset.y = 0.2f;
pSfx->m_nOldAbilityOption = nAbilityOption;
}
else
if(nAbilityOption == 9)
{
// ¾î±ú
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 0;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 1;
pSfx->m_nOldAbilityOption = nAbilityOption;
// ¾î±ú, Æȸñ Áß°£
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 4;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 5;
pSfx->m_nOldAbilityOption = nAbilityOption;
// Æȸñ
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 2;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 3;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;
// ¼Õ
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 8;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 9;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;
// ¹ß
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 26;
pSfx->SetScale(D3DXVECTOR3(1.5f, 1.5f, 1.5f));
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 29;
pSfx->SetScale(D3DXVECTOR3(1.5f, 1.5f, 1.5f));
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, XI_SETIEM_EFFECTHAND, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 9;
pSfx->m_v3Offset.y = 0.2f;
pSfx->m_nOldAbilityOption = nAbilityOption;
}
else
if(nAbilityOption == 10)
{
// ¾î±ú
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 0;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 1;
pSfx->m_nOldAbilityOption = nAbilityOption;
// ¾î±ú, Æȸñ Áß°£
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 4;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 5;
pSfx->m_nOldAbilityOption = nAbilityOption;
// ¸öÅë
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 6;
pSfx->SetScale(D3DXVECTOR3(3.0f, 4.5f, 3.0f));
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 7;
pSfx->SetScale(D3DXVECTOR3(3.0f, 3.0f, 3.0f));
pSfx->m_nOldAbilityOption = nAbilityOption;
// ¼Õ
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 8;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 9;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;
// Æȸñ
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 2;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 3;
pSfx->m_nOldAbilityOption = nAbilityOption;
// ¹ß
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 26;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 29;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, XI_SETIEM_EFFECTHAND, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 8;
pSfx->m_v3Offset.y = 0.2f;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx(D3DDEVICE, XI_SETIEM_EFFECTHAND, GetPos(), GetId(), GetPos(), GetId(), -1);
pSfx->m_nPartsLink = 9;
pSfx->m_v3Offset.y = 0.2f;
pSfx->m_nOldAbilityOption = nAbilityOption;
}
}
#endif //__CLIENT
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