void State::kill() { disable(); setCamTarget(NULL); setControlledObject(NULL); setHud(NULL); switchMap(NULL); script()->reset(); }
void State::switchMap(GameMap* newMap) { setCamTarget(NULL); setCameraman(NULL); if(m_map) { m_map->doom(); } m_map = newMap; if(m_map) m_map->setParent(this); }
CameraMain::CameraMain() { //Camera information setCamPosition(0.0f, 0.0f, 0.0f, 0.0f); setCamTarget(0.0f, 0.0f, 0.0f, 0.0f); setCamUp(0.0f, 0.0f, 0.0f, 0.0f); //Set the View matrix setCamView(getCamPosition(), getCamTarget(), getCamUp()); //Set the Projection matrix setCamProjection(0.0f, 0.0f, 0.0f, 0.0f); setDefaultForward(0.0f, 0.0f, 0.0f, 0.0f); setDefaultRight(0.0f, 0.0f, 0.0f, 0.0f); setCamForward(0.0f, 0.0f, 0.0f, 0.0f); setCamRight(0.0f, 0.0f, 0.0f, 0.0f); setMoveLeftRight(0.0f); setMoveBackForward(0.0f); setCamYaw(0.0f); setCamPitch(0.0f); }