예제 #1
0
void CPlayerFX::PlayLoopFX(const string &strFXNameGroup, const string &strFXName, uint32 uDelayTime)
{
	if (m_uMask==0)
	{
		m_bLoop=true;
		PlayFX(strFXNameGroup,strFXName,uDelayTime);
	}
}
예제 #2
0
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);
	}	
}
예제 #3
0
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);
	}	
}
예제 #4
0
CBlend*	CKinematicsAnimated::PlayFX			(LPCSTR  N, float power_scale)
{
	MotionID motion_ID		= ID_FX(N);
    return PlayFX 			(motion_ID,power_scale);
}
예제 #5
0
void CMagicFX::PlayLoopFX(const string &strFXNameGroup, const string &strFXName, uint32 uDelayTime)
{
	PlayFX(strFXNameGroup,strFXName,uDelayTime);
}