//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- C_Team::~C_Team() { g_Teams.FindAndRemove( this ); }
~CGameWeaponManager() { g_Managers.FindAndRemove( this ); }
CPlantedC4::~CPlantedC4() { g_PlantedC4s.FindAndRemove( this ); }
void CBuildModeDialogMgr::Remove( BuildModeDialog *pDlg ) { m_vecBuildDialogs.FindAndRemove( pDlg ); }
//----------------------------------------------------------------------------- // Purpose: Remove this sound from the sound list & shutdown (not in external interface) // Input : *pSound - patch to remove //----------------------------------------------------------------------------- void CSoundControllerImp::RemoveFromList( CSoundPatch *pSound ) { m_soundList.FindAndRemove( pSound ); pSound->Shutdown(); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void C_TeamTrainWatcher::UpdateOnRemove( void ) { BaseClass::UpdateOnRemove(); g_hTrainWatchers.FindAndRemove( this ); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CEnvMicrophone::~CEnvMicrophone( void ) { s_Microphones.FindAndRemove( this ); }
C_FuncPhysicsRespawnZone::~C_FuncPhysicsRespawnZone( void ) { s_RespawnZoneList.FindAndRemove( this ); }
C_ASW_Ammo_Drop::~C_ASW_Ammo_Drop() { g_AmmoDrops.FindAndRemove( this ); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CInfoBuildPoint::UpdateOnRemove( void ) { g_MapDefinedBuildPoints.FindAndRemove( this ); BaseClass::UpdateOnRemove(); }
C_ASW_Door::~C_ASW_Door() { g_ClientDoorList.FindAndRemove(this); }
CASW_Target_Dummy::~CASW_Target_Dummy() { g_vecTargetDummies.FindAndRemove( this ); }
CVehicleTeleportStation::~CVehicleTeleportStation() { g_AllTeleportStations.FindAndRemove( this ); s_DeployedTeleportStations.FindAndRemove( this ); }
CASW_Boomer_Blob::~CASW_Boomer_Blob() { g_aExplosiveProjectiles.FindAndRemove( this ); }
C_ASW_Camera_Volume::~C_ASW_Camera_Volume() { g_ASWCameraVolumes.FindAndRemove(this); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CSDK_Loading_Panel::~CSDK_Loading_Panel() { g_vecLoadingPanels.FindAndRemove( this ); }
C_NeurotoxinCountdown::~C_NeurotoxinCountdown() { g_NeurotoxinCountdowns.FindAndRemove( this ); }
C_SlideshowDisplay::~C_SlideshowDisplay() { g_SlideshowDisplays.FindAndRemove( this ); }
CC4::~CC4() { g_C4s.FindAndRemove( this ); }
//----------------------------------------------------------------------------- // Purpose: Compute the overall color & alpha of the fades //----------------------------------------------------------------------------- void CViewEffects::FadeCalculate( void ) { // Cycle through all fades and remove any that have finished (work backwards) int i; int iSize = m_FadeList.Size(); for (i = iSize-1; i >= 0; i-- ) { screenfade_t *pFade = m_FadeList[i]; // Keep pushing reset time out indefinitely if ( pFade->Flags & FFADE_STAYOUT ) { pFade->Reset = gpGlobals->curtime + 0.1; } // All done? if ( ( gpGlobals->curtime > pFade->Reset ) && ( gpGlobals->curtime > pFade->End ) ) { // User passed in a callback function, call it now if ( s_pfnFadeDoneCallback ) { s_pfnFadeDoneCallback( s_nCallbackParameter ); s_pfnFadeDoneCallback = NULL; s_nCallbackParameter = 0; } // Remove this Fade from the list m_FadeList.FindAndRemove( pFade ); delete pFade; } } m_bModulate = false; m_FadeColorRGBA[0] = m_FadeColorRGBA[1] = m_FadeColorRGBA[2] = m_FadeColorRGBA[3] = 0; // Cycle through all fades in the list and calculate the overall color/alpha for ( i = 0; i < m_FadeList.Size(); i++ ) { screenfade_t *pFade = m_FadeList[i]; // Color m_FadeColorRGBA[0] += pFade->r; m_FadeColorRGBA[1] += pFade->g; m_FadeColorRGBA[2] += pFade->b; // Fading... int iFadeAlpha; if ( pFade->Flags & (FFADE_OUT|FFADE_IN) ) { iFadeAlpha = pFade->Speed * ( pFade->End - gpGlobals->curtime ); if ( pFade->Flags & FFADE_OUT ) { iFadeAlpha += pFade->alpha; } iFadeAlpha = MIN( iFadeAlpha, pFade->alpha ); iFadeAlpha = MAX( 0, iFadeAlpha ); } else { iFadeAlpha = pFade->alpha; } // Use highest alpha if ( iFadeAlpha > m_FadeColorRGBA[3] ) { m_FadeColorRGBA[3] = iFadeAlpha; } // Modulate? if ( pFade->Flags & FFADE_MODULATE ) { m_bModulate = true; } } // Divide colors if ( m_FadeList.Size() ) { m_FadeColorRGBA[0] /= m_FadeList.Size(); m_FadeColorRGBA[1] /= m_FadeList.Size(); m_FadeColorRGBA[2] /= m_FadeList.Size(); } }
C_VGuiScreen::~C_VGuiScreen() { g_pVGUIScreens.FindAndRemove(this); DestroyVguiScreen(); }