错误C2593:'operator ='不明确

时间:2011-11-11 19:15:47

标签: c++ compiler-errors

当我在VS 2003中编译时,我得到了这些错误

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;
}

这适用于c ++中的游戏

上面的部分是说如果用户在聊天框中输入所说的颜色,那么他们身体周围的光晕会变成他们输入的内容,但这只是命令,这个功能的主要部分是在我的Mover.cpp中处理的光源然后部分可以在下面看到

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

3 个答案:

答案 0 :(得分:3)

在第一个代码段中,您将CHANGEGLOW定义为CString,然后指定一个数字。毫无疑问,这不起作用。鉴于在第二个片段中你将其声明为DWORD我想这就是你真正想要的。因此,修复可能只是在该定义中将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赋值它不会产生任何持久影响。

其实我想知道你为什么要在当地宣布它。既然你不能全局重用标识符,并且必须在全局某处定义它,那么有没有理由不在文件的开头有一个全局声明(或者更好,在某些头文件中)?

答案 1 :(得分:1)

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,这对我来说似乎是一个坏主意。也许你想要一个不同的变量类型,例如int?鉴于你后来对它的值switch,它看起来你想要某种数字类型,无论如何......

答案 2 :(得分:0)

FuncTextCmd.cpp中的类型错误。

CString CHANGEGLOW;

什么时候应该

DWORD CHANGEGLOW;