void IcecastFetcher::handleJobFinished (int id) { if (id != JobID_) return; ParseList (); checkDelete (id); }
void GenerateShit::Update() { if(!isActive) return; CheckBorder(); checkCollision(); checkDelete(); checkCreate(); }
void GoatBehaviour::update() { switch(_direction) { case Left: _gameObject->physics()->setVelocity(Vector2f{-50.0f, 0.0f}); break; case Right: _gameObject->physics()->setVelocity(Vector2f{50.0f, 0.0f}); break; } checkDelete(); }
void LightAlarm() { //TODO: Check/Debug if this can even run - one time alarm may have already been cleared/deleted by now int alarmID = Alarm.getTriggeredAlarmId(); int alarmIndex = checkDelete(alarmID); //do nothing if it was just deleted (in checkDelete()) if(alarmIndex == -2) { return; } lightFadeIn(vectorAlarmTimes.at(alarmIndex).at(0), vectorAlarmTimes.at(alarmIndex).at(1)); //delete alarm from the array if it is a one time alarm if(vectorAlarmTimes.at(alarmIndex).at(3) == true) { vectorAlarmTimes.erase(vectorAlarmTimes.begin() + alarmIndex); updatePreferences(); updateAlarmString(); } }