// clears the old background and copy the new background to the old one and clear it then too void CBackground::Swap () { // first we need to stop the effects, because otherwise we end up with a few invalid pointers StopEffects (true); m_OldBackground.clear (); m_OldBackground = m_NewBackground; m_NewBackground.clear (); }
void C_WeaponPortalgun::DestroyEffects( void ) { // Free our beams for ( int i = 0; i < NUM_PORTALGUN_BEAMS; ++i ) { m_Beams[i].Release(); } // Stop everything StopEffects(); }
//----------------------------------------------------------------------------- // Purpose: // Input : *pSwitchingTo - // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CWeaponCrossbow::Holster( CBaseCombatWeapon *pSwitchingTo ) { StopEffects(); return BaseClass::Holster( pSwitchingTo ); }
void CWeaponPortalgun::DestroyEffects( void ) { // Stop everything StopEffects(); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeaponCrossbow::Drop( const Vector &vecVelocity ) { StopEffects(); BaseClass::Drop( vecVelocity ); }