void CPlayerFX::PlayLoopFX(const string &strFXNameGroup, const string &strFXName, uint32 uDelayTime) { if (m_uMask==0) { m_bLoop=true; PlayFX(strFXNameGroup,strFXName,uDelayTime); } }
void CLeadingFX::PlayLoopFX(const string &strFXNameGroup, const string &strFXName, CVector3f& vec3f, uint32 uDelayTime) { if( m_uMask==0) { m_mapDest.insert(make_pair(1.0f,vec3f)); m_bLoop=true; PlayFX(strFXNameGroup,strFXName,uDelayTime); } }
void CLeadingFX::PlayLoopFX(const string &strFXNameGroup, const string &strFXName, CEntityClient* pTarget, uint32 uDelayTime) { if( pTarget && pTarget->GetRenderObject()&&pTarget->GetRenderObject()->IsValid()&&m_uMask==0) { m_uTargetID = pTarget->GetEntityID(); m_bLoop=true; PlayFX(strFXNameGroup,strFXName,uDelayTime); } }
CBlend* CKinematicsAnimated::PlayFX (LPCSTR N, float power_scale) { MotionID motion_ID = ID_FX(N); return PlayFX (motion_ID,power_scale); }
void CMagicFX::PlayLoopFX(const string &strFXNameGroup, const string &strFXName, uint32 uDelayTime) { PlayFX(strFXNameGroup,strFXName,uDelayTime); }