//-------------------------------------------------------------- void CWeaponSystem::CheckEnvironmentChanges() { if(gEnv->bMultiplayer) return; IGameTokenSystem *pGameTokenSystem = gEnv->pGame->GetIGameFramework()->GetIGameTokenSystem(); bool frozenEnvironment = m_frozenEnvironment; bool wetEnvironment = m_wetEnvironment; m_tokensUpdated = false; if(pGameTokenSystem) { // next call will leave value unchanged if not found pGameTokenSystem->GetTokenValueAs("weapon.effects.ice", frozenEnvironment); pGameTokenSystem->GetTokenValueAs("weapon.effects.wet", wetEnvironment); } if(m_frozenEnvironment!=frozenEnvironment) { m_frozenEnvironment = frozenEnvironment; ApplyEnvironmentChanges(); } if(m_wetEnvironment!=wetEnvironment) { m_wetEnvironment = wetEnvironment; ApplyEnvironmentChanges(); } }
//--------------------------------------------------- void CSingleTG::UpdateTargets() { IGameTokenSystem *pGameTokenSystem = gEnv->pGame->GetIGameFramework()->GetIGameTokenSystem(); if(pGameTokenSystem) { for(int i=0; i<SINGLETG_MAX_TARGETS; i++) { EntityId entityId = 0; // next call will leave entityId unchanged if not found, but it's 0 by default pGameTokenSystem->GetTokenValueAs(g_TokenTable[i], entityId); m_targetIds[i] = entityId; } } else { for(int i=0; i<SINGLETG_MAX_TARGETS; i++) m_targetIds[i] = 0; } }