void CClientObjectManager::DoPulse ( void ) { UpdateLimitInfo (); // Loop through all our streamed-in objects for ( uint i = 0 ; i < m_StreamedIn.size () ; i++ ) { CClientObject* pObject = m_StreamedIn[i]; // We should have a game-object here assert ( pObject->GetGameObject () ); pObject->StreamedInPulse (); } }
void CClientObjectManager::DoPulse ( void ) { UpdateLimitInfo (); CClientObject * pObject = NULL; // Loop through all our streamed-in objects vector < CClientObject * > ::iterator iter = m_StreamedIn.begin (); for ( ; iter != m_StreamedIn.end () ; ++iter ) { pObject = *iter; // We should have a game-object here assert ( pObject->GetGameObject () ); pObject->StreamedInPulse (); } }