错误 C2593:'运算符='含糊不清

发布于 2024-12-15 04:57:25 字数 15995 浏览 1 评论 0原文

当我在 VS 2003 ent 中编译时,我收到这些错误,

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

这是 FuncTextCmd.cpp 的这一部分,它指的是

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;
}

这是一个游戏,以 C++ 的方式,

上面的部分是说,如果用户在聊天框中键入所述颜色,则他们身体周围的发光将改变为他们输入的内容,但这只是命令,此功能的主要部分是在我的源代码的 Mover.cpp 中处理的,然后可以在下面看到发光的部分

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

when i compile in VS 2003 ent i get these errors

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

this is this part of FuncTextCmd.cpp it's referring to

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;
}

this is for a game by the way it's in c++

the part above is saying if the user types said colors in the chat box then the glow around their body will change to what they typed but this is only the command the main part of this feature is handled in Mover.cpp of my source then part for glow can be seen below

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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评论(3

甜扑 2024-12-22 04:57:25

在第一个代码片段中,您将 CHANGEGLOW 定义为 CString,然后分配一个数字。毫不奇怪,这不起作用。鉴于您在第二个片段中将其声明为 DWORD,我想这就是您真正想要的。因此,解决方法可能只是将该定义中的 CString 更改为 DWORD 。实际上,可能是 extern DWORD,因为否则它是函数的局部变量,并且分配它不会产生任何持久效果。

实际上我想知道为什么你在本地声明它。由于您无法全局重用标识符,并且必须在全局某个地方定义它,因此是否有任何理由不在文件开头(或者更好的是在某些头文件中)进行全局声明?

In the first code snippet, you defined CHANGEGLOW to be a CString, and then you assign a number. It is no surprise that this doesn't work. Given that in the second snippet you declared it as DWORD I guess that's what you actually wanted. So the fix probably is to just change CString to DWORD in that definition. Actually, probably extern DWORD because otherwise it's a local variable to the function and assigning it won't have any lasting effect.

Actually I wonder why you locally declare it anyway. Since you cannot reuse the identifier globally, and have to define it somewhere globally anyway, is there any reason not to have a global declaration at the beginning of the file (or, better, in some header file)?

梦萦几度 2024-12-22 04:57:25

您正在尝试将数字文字(1、2、3 等)分配给 CString 类型的变量。即使编译成功,对我来说这似乎也是一个坏主意。也许您想要不同的变量类型,例如int?鉴于您稍后要switch它的值,无论如何,看起来您想要某种数字类型......

You're trying to assign numeric literals (1, 2, 3 etc) to a variable of type CString. Even if that compiled, it would seem like a bad idea to me. Perhaps you want a different variable type, e.g. int? Given that you're later going to switch on the value of it, it looks like you want some sort of numeric type, anyway...

温柔一刀 2024-12-22 04:57:25

您在 FuncTextCmd.cpp 中的类型错误。 你就有了

CString CHANGEGLOW;

应该有的时候

DWORD CHANGEGLOW;

Your type is wrong in FuncTextCmd.cpp. You have

CString CHANGEGLOW;

when it should be

DWORD CHANGEGLOW;
~没有更多了~
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