void main() { SetupSystem(); Initialize(); do { Render(); Update(); } while (isRunning); Shutdown(); }
LTBOOL CBaseParticleSystemFX::CreateObject(ILTClient *pClientDE) { if (!CSpecialFX::CreateObject(pClientDE)) return LTFALSE; LTVector vPos = m_vPos; LTRotation rRot; rRot.Init(); // Use server object position if a position wasn't specified... if (m_hServerObject) { LTVector vZero(0, 0, 0), vServObjPos; if (vPos.Equals(vZero)) { pClientDE->GetObjectPos(m_hServerObject, &vServObjPos); vPos = vServObjPos; } else { m_basecs.bClientControlsPos = LTTRUE; } // Calculate our offset from the server object... m_vPosOffset = vPos - vServObjPos; } // Use the specified rotation if applicable if (!m_rRot.IsIdentity()) { rRot = m_rRot; } ObjectCreateStruct createStruct; INIT_OBJECTCREATESTRUCT(createStruct); createStruct.m_ObjectType = OT_PARTICLESYSTEM; createStruct.m_Flags = FLAG_VISIBLE | FLAG_UPDATEUNSEEN | FLAG_FOGDISABLE; createStruct.m_Pos = vPos; createStruct.m_Rotation = rRot; m_hObject = m_pClientDE->CreateObject(&createStruct); // Setup the ParticleSystem... return SetupSystem(); }
int main() { SetupSystem(); Initialize(); do { Render(); Update(); } while( isGameActive ); Shutdown(); return 0; }