コード例 #1
0
ファイル: c_team.cpp プロジェクト: BenLubar/SwarmDirector2
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_Team::~C_Team()
{
    g_Teams.FindAndRemove( this );
}
コード例 #2
0
ファイル: gameweaponmanager.cpp プロジェクト: NEITMod/HL2BM2
	~CGameWeaponManager()
	{
		g_Managers.FindAndRemove( this );
	}
コード例 #3
0
	CPlantedC4::~CPlantedC4()
	{
		g_PlantedC4s.FindAndRemove( this );
	}
コード例 #4
0
void CBuildModeDialogMgr::Remove( BuildModeDialog *pDlg )
{
	m_vecBuildDialogs.FindAndRemove( pDlg );
}
コード例 #5
0
//-----------------------------------------------------------------------------
// 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();
}
コード例 #6
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void C_TeamTrainWatcher::UpdateOnRemove( void )
{
	BaseClass::UpdateOnRemove();

	g_hTrainWatchers.FindAndRemove( this );
}
コード例 #7
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
CEnvMicrophone::~CEnvMicrophone( void )
{
	s_Microphones.FindAndRemove( this );
}
コード例 #8
0
C_FuncPhysicsRespawnZone::~C_FuncPhysicsRespawnZone( void )
{
	s_RespawnZoneList.FindAndRemove( this );
}
コード例 #9
0
C_ASW_Ammo_Drop::~C_ASW_Ammo_Drop()
{
	g_AmmoDrops.FindAndRemove( this );
}
コード例 #10
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CInfoBuildPoint::UpdateOnRemove( void )
{
	g_MapDefinedBuildPoints.FindAndRemove( this );
	BaseClass::UpdateOnRemove();
}
コード例 #11
0
ファイル: c_asw_door.cpp プロジェクト: Au-heppa/swarm-sdk
C_ASW_Door::~C_ASW_Door()
{
	g_ClientDoorList.FindAndRemove(this);
}
コード例 #12
0
CASW_Target_Dummy::~CASW_Target_Dummy()
{
	g_vecTargetDummies.FindAndRemove( this );
}
コード例 #13
0
CVehicleTeleportStation::~CVehicleTeleportStation()
{
	g_AllTeleportStations.FindAndRemove( this );
	s_DeployedTeleportStations.FindAndRemove( this );
}
コード例 #14
0
CASW_Boomer_Blob::~CASW_Boomer_Blob()
{
	g_aExplosiveProjectiles.FindAndRemove( this );
}
コード例 #15
0
C_ASW_Camera_Volume::~C_ASW_Camera_Volume()
{
	g_ASWCameraVolumes.FindAndRemove(this);
}
コード例 #16
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
CSDK_Loading_Panel::~CSDK_Loading_Panel()
{
	g_vecLoadingPanels.FindAndRemove( this );
}
コード例 #17
0
C_NeurotoxinCountdown::~C_NeurotoxinCountdown()
{
	g_NeurotoxinCountdowns.FindAndRemove( this );
}
コード例 #18
0
C_SlideshowDisplay::~C_SlideshowDisplay()
{
	g_SlideshowDisplays.FindAndRemove( this );
}
コード例 #19
0
CC4::~CC4()
{
	g_C4s.FindAndRemove( this );
}
コード例 #20
0
//-----------------------------------------------------------------------------
// 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();
	}
}
コード例 #21
0
C_VGuiScreen::~C_VGuiScreen()
{
	g_pVGUIScreens.FindAndRemove(this);

	DestroyVguiScreen();
}