// Wraps fetching the game token IGameToken* CTweakMetadataGameToken::GetGameToken(void) const { IGameTokenSystem* pSystem = CCryAction::GetCryAction()->GetIGameTokenSystem(); if(pSystem) { return pSystem->FindToken(m_command); } return NULL; }
//------------------------------------------------------------------------ CSingleTG::CSingleTG() { m_iSerializeIgnoreUpdate = 0; m_fSerializeProgress = 0.0f; m_idSerializeTarget = 0; // create the game tokens if not present IGameTokenSystem *pGameTokenSystem = gEnv->pGame->GetIGameFramework()->GetIGameTokenSystem(); if(pGameTokenSystem) { for(int i=0; i<SINGLETG_MAX_TARGETS; i++) { EntityId entityId = 0; if (pGameTokenSystem->FindToken(g_TokenTable[i]) == 0) pGameTokenSystem->SetOrCreateToken(g_TokenTable[i], TFlowInputData(entityId)); } } }