ActorStateMachine::~ActorStateMachine(void) { FnScene scene; scene.Object(sID); scene.DeleteObject(this->bloodID); /* FnWorld gw; gw.Object(gID); gw.DeleteAudio(audioG); gw.DeleteAudio(audioD); */ }
/*------------------------------------ destructor of classic shadow object C.Wang 0522, 2006 -------------------------------------*/ FuCShadowModify::~FuCShadowModify() { // delete the associated camera FnScene scene; FnWorld gw; scene.Object(mHost); gw.Object(scene.GetWorld()); gw.DeleteViewport(mViewport); mViewport = FAILED_ID; gw.DeleteMaterial(mShadowMat); mShadowMat = FAILED_MATERIAL_ID; gw.DeleteMaterial(mRenderTarget); mRenderTarget = FAILED_MATERIAL_ID; scene.DeleteCamera( m_lightCam.Object() ); m_lightCam.Object( FAILED_ID ); scene.DeleteObject(mSeed); mSeed = FAILED_ID; }