//--------------------------------------------------------------- void CWeaponSystem::CreateEnvironmentGameTokens(bool frozenEnvironment, bool wetEnvironment) { if(gEnv->bMultiplayer) return; IGameTokenSystem *pGameTokenSystem = gEnv->pGame->GetIGameFramework()->GetIGameTokenSystem(); // create the game tokens if not present if(pGameTokenSystem) { pGameTokenSystem->SetOrCreateToken("weapon.effects.ice", TFlowInputData(frozenEnvironment)); pGameTokenSystem->SetOrCreateToken("weapon.effects.wet", TFlowInputData(wetEnvironment)); } }
//------------------------------------------------------------------------ CSingleTG::CSingleTG() { m_iSerializeIgnoreUpdate = 0; m_fSerializeProgress = 0.0f; m_idSerializeTarget = 0; // create the game tokens if not present IGameTokenSystem *pGameTokenSystem = gEnv->pGame->GetIGameFramework()->GetIGameTokenSystem(); if(pGameTokenSystem) { for(int i=0; i<SINGLETG_MAX_TARGETS; i++) { EntityId entityId = 0; if (pGameTokenSystem->FindToken(g_TokenTable[i]) == 0) pGameTokenSystem->SetOrCreateToken(g_TokenTable[i], TFlowInputData(entityId)); } } }