Example #1
0
//---------------------------------------------------------------
void CWeaponSystem::CreateEnvironmentGameTokens(bool frozenEnvironment, bool wetEnvironment)
{
	if(gEnv->bMultiplayer)
		return;

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

	// create the game tokens if not present
	if(pGameTokenSystem)
	{
		pGameTokenSystem->SetOrCreateToken("weapon.effects.ice", TFlowInputData(frozenEnvironment));
		pGameTokenSystem->SetOrCreateToken("weapon.effects.wet", TFlowInputData(wetEnvironment));
	}
}
Example #2
0
//------------------------------------------------------------------------
CSingleTG::CSingleTG()
{
	m_iSerializeIgnoreUpdate = 0;
	m_fSerializeProgress = 0.0f;
	m_idSerializeTarget = 0;

	// create the game tokens if not present
	IGameTokenSystem *pGameTokenSystem = gEnv->pGame->GetIGameFramework()->GetIGameTokenSystem();
	if(pGameTokenSystem)
	{
		for(int i=0; i<SINGLETG_MAX_TARGETS; i++)
		{
			EntityId entityId = 0;
			if (pGameTokenSystem->FindToken(g_TokenTable[i]) == 0)
				pGameTokenSystem->SetOrCreateToken(g_TokenTable[i], TFlowInputData(entityId));
		}
	}
}