void CPowerMode::ShowParticles() { ::EnterCriticalSection(&m_cs); if(m_hAttachWnd != NULL) { ClearParticles(m_hAttachWnd); UpdateParticles(); DrawParticles(m_hAttachWnd); } ::LeaveCriticalSection(&m_cs); }
void nGame::CleanGame() { // Clear the silos array ClearSilos(); // Clear the missles array ClearMissles(); // Clear the explosions array ClearExplosions(); // Create the particle array ClearParticles(); }
func TravelEffect(int time) { if(!shooter) return RemoveObject(); var obj = FindObject(Find_ID(SawBlade), Find_AtPoint()); if(obj) { obj->HitByHook(this); DestroyEffect(); Destroy(); return; } ClearParticles(); CreateParticle("Hook", GetXDir()/15, GetYDir()/15, 0, 0, 0, hookprt, 1); DrawParticleLine("Shockwave2", GetXDir()/15, GetYDir()/15, shooter->GetX() - GetX() + shooter->GetXDir()/10, shooter->GetY() - GetY() + shooter->GetYDir()/10, 5, 0, 0, 1, trailparticles); }
ParticleEmitter::~ParticleEmitter() { //Pokud existuji nejake castice, vymazat je if (!Particles.empty()) ClearParticles(); }
cParticleHandler::~cParticleHandler () { ClearParticles (); }