//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFSniperRifle::Spawn() { m_iAltFireHint = HINT_ALTFIRE_SNIPERRIFLE; BaseClass::Spawn(); ResetTimers(); }
void CIA6526::OnReset() { ResetPorts(); ResetTimers(); ResetTOD(); ResetSDR(); ResetControl(); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFHunterRifle::HandleZooms( void ) { // Get the owning player. CTFPlayer *pPlayer = ToTFPlayer( GetOwner() ); if ( !pPlayer ) return; // Handle the zoom when taunting. if ( pPlayer->m_Shared.InCond( TF_COND_TAUNTING ) ) { if ( pPlayer->m_Shared.InCond( TF_COND_AIMING ) ) { ToggleZoom(); } //Don't rezoom in the middle of a taunt. ResetTimers(); } if ( m_flUnzoomTime > 0 && gpGlobals->curtime > m_flUnzoomTime ) { if ( m_bRezoomAfterShot ) { ZoomOutIn(); m_bRezoomAfterShot = false; } else { ZoomOut(); } m_flUnzoomTime = -1; } if ( m_flRezoomTime > 0 ) { if ( gpGlobals->curtime > m_flRezoomTime ) { ZoomIn(); m_flRezoomTime = -1; } } if ( ( pPlayer->m_nButtons & IN_ATTACK2 ) && ( m_flNextSecondaryAttack <= gpGlobals->curtime ) ) { // If we're in the process of rezooming, just cancel it if ( m_flRezoomTime > 0 || m_flUnzoomTime > 0 ) { // Prevent them from rezooming in less time than they would have m_flNextSecondaryAttack = m_flRezoomTime + TF_WEAPON_HUNTERRIFLE_ZOOM_TIME; m_flRezoomTime = -1; } else { Zoom(); } } }
void UAITask_MoveTo::Pause() { if (OwnerController && MoveRequestID.IsValid()) { OwnerController->PauseMove(MoveRequestID); } ResetTimers(); Super::Pause(); }
void TextureClientPool::ReturnTextureClientDeferred(TextureClient* aClient) { if (!aClient || mDestroyed) { return; } MOZ_ASSERT(aClient->GetReadLock()); #ifdef GFX_DEBUG_TRACK_CLIENTS_IN_POOL DebugOnly<bool> ok = TestClientPool("defer", aClient, this); MOZ_ASSERT(ok); #endif mTextureClientsDeferred.push_back(aClient); TCP_LOG("TexturePool %p had client %p defer-returned, size %u outstanding %u\n", this, aClient, mTextureClientsDeferred.size(), mOutstandingClients); ResetTimers(); }
void TextureClientPool::ReturnTextureClient(TextureClient *aClient) { if (!aClient || mDestroyed) { return; } #ifdef GFX_DEBUG_TRACK_CLIENTS_IN_POOL DebugOnly<bool> ok = TestClientPool("return", aClient, this); MOZ_ASSERT(ok); #endif // Add the client to the pool: MOZ_ASSERT(mOutstandingClients > mTextureClientsDeferred.size()); mOutstandingClients--; mTextureClients.push(aClient); TCP_LOG("TexturePool %p had client %p returned; size %u outstanding %u\n", this, aClient, mTextureClients.size(), mOutstandingClients); ResetTimers(); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CTFHunterRifle::Holster( CBaseCombatWeapon *pSwitchingTo ) { // Server specific. #ifdef GAME_DLL // Destroy the Hunter dot. #endif CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() ); if ( pPlayer && pPlayer->m_Shared.InCond( TF_COND_ZOOMED ) ) { ZoomOut(); } m_flChargedSpread = TF_WEAPON_HUNTERRIFLE_SPREAD_MAX; ResetTimers(); return BaseClass::Holster( pSwitchingTo ); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CTFSniperRifle::Holster( CBaseCombatWeapon *pSwitchingTo ) { // Server specific. #ifdef GAME_DLL // Destroy the sniper dot. DestroySniperDot(); #endif CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() ); if ( pPlayer && pPlayer->m_Shared.InCond( TF_COND_ZOOMED ) ) { ZoomOut(); } m_flChargedDamage = 0.0f; ResetTimers(); return BaseClass::Holster( pSwitchingTo ); }
void UAITask_MoveTo::PerformMove() { UPathFollowingComponent* PFComp = OwnerController ? OwnerController->GetPathFollowingComponent() : nullptr; if (PFComp == nullptr) { FinishMoveTask(EPathFollowingResult::Invalid); return; } ResetObservers(); ResetTimers(); // start new move request FNavPathSharedPtr FollowedPath; const FPathFollowingRequestResult ResultData = OwnerController->MoveTo(MoveRequest, &FollowedPath); switch (ResultData.Code) { case EPathFollowingRequestResult::Failed: FinishMoveTask(EPathFollowingResult::Invalid); break; case EPathFollowingRequestResult::AlreadyAtGoal: MoveRequestID = ResultData.MoveId; OnRequestFinished(ResultData.MoveId, FPathFollowingResult(EPathFollowingResult::Success, FPathFollowingResultFlags::AlreadyAtGoal)); break; case EPathFollowingRequestResult::RequestSuccessful: MoveRequestID = ResultData.MoveId; PathFinishDelegateHandle = PFComp->OnRequestFinished.AddUObject(this, &UAITask_MoveTo::OnRequestFinished); SetObservedPath(FollowedPath); if (TaskState == EGameplayTaskState::Finished) { UE_VLOG(GetGameplayTasksComponent(), LogGameplayTasks, Error, TEXT("%s> re-Activating Finished task!"), *GetName()); } break; default: checkNoEntry(); break; } }
void UAITask_MoveTo::OnDestroy(bool bInOwnerFinished) { Super::OnDestroy(bInOwnerFinished); ResetObservers(); ResetTimers(); if (MoveRequestID.IsValid()) { UPathFollowingComponent* PFComp = OwnerController ? OwnerController->GetPathFollowingComponent() : nullptr; if (PFComp && PFComp->GetStatus() != EPathFollowingStatus::Idle) { PFComp->AbortMove(*this, FPathFollowingResultFlags::OwnerFinished, MoveRequestID); } } // clear the shared pointer now to make sure other systems // don't think this path is still being used Path = nullptr; }