void CShootingObject::StartFlameParticles () { if(0==m_sFlameParticlesCurrent.size()) return; //если партиклы циклические if(m_pFlameParticles && m_pFlameParticles->IsLooped() && m_pFlameParticles->IsPlaying()) { UpdateFlameParticles(); return; } StopFlameParticles(); m_pFlameParticles = CParticlesObject::Create(*m_sFlameParticlesCurrent,FALSE); UpdateFlameParticles(); CSpectator* tmp_spectr = smart_cast<CSpectator*>(Level().CurrentControlEntity()); bool in_hud_mode = IsHudModeNow(); if (in_hud_mode && tmp_spectr && (tmp_spectr->GetActiveCam() != CSpectator::eacFirstEye)) { in_hud_mode = false; } m_pFlameParticles->Play(in_hud_mode); }
void CWeaponStatMgun::FireEnd() { m_dAngle.set(0.0f,0.0f); inheritedShooting::FireEnd(); StopFlameParticles (); RemoveShotEffector (); }
void CWeapon::net_Destroy () { inherited::net_Destroy (); //удалить объекты партиклов StopFlameParticles (); StopFlameParticles2 (); StopLight (); Light_Destroy (); while (m_magazine.size()) m_magazine.pop_back(); }
void CWeapon::StopShooting() { // SetPending (TRUE); //принудительно останавливать зацикленные партиклы if(m_pFlameParticles && m_pFlameParticles->IsLooped()) StopFlameParticles (); SwitchState(eIdle); bWorking = false; }
void CShootingObject::StartFlameParticles () { if(0==m_sFlameParticlesCurrent.size()) return; //если партиклы циклические if(m_pFlameParticles && m_pFlameParticles->IsLooped() && m_pFlameParticles->IsPlaying()) { UpdateFlameParticles(); return; } StopFlameParticles(); m_pFlameParticles = CParticlesObject::Create(*m_sFlameParticlesCurrent,FALSE); UpdateFlameParticles(); m_pFlameParticles->Play(); }
void CHelicopter::MGunFireEnd() { CShootingObject::FireEnd (); StopFlameParticles (); m_enemy.fStartFireTime = -1.0f; }
void CCarWeapon::FireEnd() { inheritedShooting::FireEnd(); StopFlameParticles (); }