CPointCamera::CPointCamera() { // Set these to opposites so that it'll be sent the first time around. m_bActive = false; m_bIsOn = false; m_bFogEnable = false; g_PointCameraList.Insert( this ); }
CPointCamera::CPointCamera() { // Set these to opposites so that it'll be sent the first time around. m_bActive = true; // ZZ: Fix a multiplayer bug in CPointCamera::CPointCamera() by setting m_bActive to true. m_bIsOn = false; m_bFogEnable = false; g_PointCameraList.Insert( this ); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CPointCamera::~CPointCamera() { g_PointCameraList.Remove( this ); }
CSkyCamera::~CSkyCamera() { g_SkyList.Remove( this ); }
//----------------------------------------------------------------------------- // Constructor, destructor //----------------------------------------------------------------------------- CSkyCamera::CSkyCamera() { g_SkyList.Insert( this ); m_skyboxData.fog.maxdensity = 1.0f; }
CBugBaitSensor::~CBugBaitSensor( void ) { g_BugBaitSensorList.Remove( this ); }
CBugBaitSensor::CBugBaitSensor( void ) { g_BugBaitSensorList.Insert( this ); }
CPropVehicleManhack::CPropVehicleManhack( void ) { m_ServerVehicle.SetVehicle( this ); g_ManhackVehicleList.Insert(this); }
CPropVehicleManhack::~CPropVehicleManhack( void ) { g_ManhackVehicleList.Remove(this); }
CPhysicsNPCSolver::~CPhysicsNPCSolver() { g_SolverList.Remove( this ); }
CPhysicsNPCSolver::CPhysicsNPCSolver() { g_SolverList.Insert( this ); }
CFuncPortalOrientation::CFuncPortalOrientation() { g_FuncPortalOrientationVolumeList.Insert( this ); }
CFuncPortalOrientation::~CFuncPortalOrientation() { g_FuncPortalOrientationVolumeList.Remove( this ); }