Esempio n. 1
0
void CVTOLVehicleManager::Init()
{
	CGameAudio *pGameAudio = g_pGame->GetGameAudio();

	m_explosionSignalId = pGameAudio->GetSignalID("ExplosionGenericLarge");
	//CRY_ASSERT(m_explosionSignalId != INVALID_AUDIOSIGNAL_ID);

	m_pExplosionEffect = gEnv->pParticleManager->FindEffect(s_explosionEffectName);
	if (m_pExplosionEffect)
	{
		m_pExplosionEffect->AddRef();
	}
	else
	{
		CryWarning(VALIDATOR_MODULE_GAME, VALIDATOR_ERROR, "Failed to find explosion effect %s", s_explosionEffectName);
	}

	CGameRules *pGameRules = g_pGame->GetGameRules();
	m_moduleRMIIndex = pGameRules->RegisterModuleRMIListener(this);
	pGameRules->RegisterClientConnectionListener(this);
}
Esempio n. 2
-1
//------------------------------------------
bool CC4Projectile::Init(IGameObject *pGameObject)
{
	bool ok = CProjectile::Init(pGameObject);

	// C4 should always be saved (unlike other projectiles)
	IEntity* pEntity = GetEntity();
	pEntity->SetFlags(pEntity->GetFlags() & ~ENTITY_FLAG_NO_SAVE);

	if(!gEnv->bServer)
	{
		CreateLight();
	}

	if(gEnv->bMultiplayer)
	{
		CGameRules *pGameRules = g_pGame->GetGameRules();
		pGameRules->RegisterTeamChangedListener(this);
		pGameRules->RegisterClientConnectionListener(this);
	}

	return ok;
}