void CWeapon::UpdateFireDependencies_internal() { if (Device.dwFrame!=dwFP_Frame) { dwFP_Frame = Device.dwFrame; UpdateXForm (); if ( GetHUDmode() ) { HudItemData()->setup_firedeps (m_current_firedeps); VERIFY(_valid(m_current_firedeps.m_FireParticlesXForm)); } else { // 3rd person or no parent Fmatrix& parent = XFORM(); Fvector& fp = vLoadedFirePoint; Fvector& fp2 = vLoadedFirePoint2; Fvector& sp = vLoadedShellPoint; parent.transform_tiny (m_current_firedeps.vLastFP,fp); parent.transform_tiny (m_current_firedeps.vLastFP2,fp2); parent.transform_tiny (m_current_firedeps.vLastSP,sp); m_current_firedeps.vLastFD.set (0.f,0.f,1.f); parent.transform_dir (m_current_firedeps.vLastFD); m_current_firedeps.m_FireParticlesXForm.set(parent); VERIFY(_valid(m_current_firedeps.m_FireParticlesXForm)); } } }
void CInventoryItem::activate_physic_shell() { CEntityAlive* E = smart_cast<CEntityAlive*>(object().H_Parent()); if (!E) { on_activate_physic_shell(); return; }; UpdateXForm(); object().CPhysicsShellHolder::activate_physic_shell(); }
void CWeapon::OnH_B_Independent (bool just_before_destroy) { RemoveShotEffector (); inherited::OnH_B_Independent(just_before_destroy); FireEnd (); SetPending (FALSE); SwitchState (eHidden); m_strapped_mode = false; m_zoom_params.m_bIsZoomModeNow = false; UpdateXForm (); }
void CWeapon::renderable_Render () { UpdateXForm (); //нарисовать подсветку RenderLight (); //если мы в режиме снайперки, то сам HUD рисовать не надо if(IsZoomed() && !IsRotatingToZoom() && ZoomTexture()) RenderHud (FALSE); else RenderHud (TRUE); inherited::renderable_Render (); }
void CWeapon::activate_physic_shell() { UpdateXForm(); CPhysicsShellHolder::activate_physic_shell(); }
/* s32 CInventoryItem::Sort(PIItem ) { // Если нужно разместить IItem после this - вернуть 1, если // перед - -1. Если пофиг то 0. return 0; } */ void CInventoryItem::OnH_B_Independent (bool just_before_destroy) { UpdateXForm(); m_eItemPlace = eItemPlaceUndefined ; }