Example #1
0
//--------------------------------------------------------------
void CWeaponSystem::CheckEnvironmentChanges()
{
	if(gEnv->bMultiplayer)
		return;

	IGameTokenSystem *pGameTokenSystem = gEnv->pGame->GetIGameFramework()->GetIGameTokenSystem();

	bool frozenEnvironment = m_frozenEnvironment;
	bool wetEnvironment = m_wetEnvironment;
	m_tokensUpdated = false;

	if(pGameTokenSystem)
	{
		// next call will leave value unchanged if not found
		pGameTokenSystem->GetTokenValueAs("weapon.effects.ice", frozenEnvironment);
		pGameTokenSystem->GetTokenValueAs("weapon.effects.wet", wetEnvironment);
	}

	if(m_frozenEnvironment!=frozenEnvironment)
	{
		m_frozenEnvironment = frozenEnvironment;
		ApplyEnvironmentChanges();
	}

	if(m_wetEnvironment!=wetEnvironment)
	{
		m_wetEnvironment = wetEnvironment;
		ApplyEnvironmentChanges();
	}

}
Example #2
0
//---------------------------------------------------
void CSingleTG::UpdateTargets()
{
	IGameTokenSystem *pGameTokenSystem = gEnv->pGame->GetIGameFramework()->GetIGameTokenSystem();

	if(pGameTokenSystem)
	{
		for(int i=0; i<SINGLETG_MAX_TARGETS; i++)
		{
			EntityId entityId = 0;
			// next call will leave entityId unchanged if not found, but it's 0 by default
			pGameTokenSystem->GetTokenValueAs(g_TokenTable[i], entityId);
			m_targetIds[i] = entityId;
		}
	}
	else
	{
		for(int i=0; i<SINGLETG_MAX_TARGETS; i++)
			m_targetIds[i] = 0;
	}
}