/*********************************************************** update display with current frame - used for animation ***********************************************************/ int OsgObjectHandler::Process(double time, float tdiff) { if(_shouttextgroup && (time >= _ttlshout)) { osg::ref_ptr<osg::Group> root = GetRootNoLight(); if(root) root->removeChild(_shouttextgroup); _shouttextgroup = NULL; } return ProcessInternal(time, tdiff); }
void ObjectDataHandler::ProcessMapChunk( MapChunk* chunk ) { if (!Source->HasObjectData) return; // f**k it blizzard, why is this crap necessary? int32 firstIndex = Source->ObjectData->GetFirstIndex("MCNK"); if (firstIndex == -1) return; if (uint32(firstIndex + chunk->Index) > Source->ObjectData->Chunks.size()) return; Chunk* ourChunk = Source->ObjectData->Chunks[firstIndex + chunk->Index]; if (ourChunk->Length == 0) return; ChunkedData* subChunks = new ChunkedData(ourChunk->GetStream(), ourChunk->Length, 2); ProcessInternal(subChunks); }
void ObjectDataHandler::ProcessMapChunk( MapChunk* chunk ) { ProcessInternal(chunk); }