/// @brief Performs leave logic void Widget::Leave (void) { if (0 == mState->mEntered || mState->mEntered == mState->mSignaled) return; IssueEvent(IsEntered() ? eLeave : eLeavePart); mState->mEntered = 0; }
/// @brief Performs enter logic void Widget::Enter (void) { if (mState->mEntered == mState->mSignaled) return; mState->mEntered = mState->mSignaled; IssueEvent(IsEntered() ? eEnter : eEnterPart); }
void CPlayerPlugin_CurrentlyTargetting::Update(float dt) { m_currentTargetTime += dt; //updated locally for all players (so doesn't have to be synced) assert (IsEntered()); if (m_ownerPlayer->IsClient()) { EntityId newTargetId = !m_ownerPlayer->IsDead() ? m_ownerPlayer->GetGameObject()->GetWorldQuery()->GetLookAtEntityId() : 0; if (newTargetId) { IActor * targettedActor = g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(newTargetId); if (targettedActor == NULL || targettedActor->IsDead()) { newTargetId = 0; } } if (m_currentTarget != newTargetId) { m_currentTarget = newTargetId; CCCPOINT_IF(m_currentTarget, PlayerState_LocalPlayerNowTargettingSomebody); CCCPOINT_IF(!m_currentTarget, PlayerState_LocalPlayerNowTargettingNobody); m_currentTargetTime = 0.0f; CHANGED_NETWORK_STATE(m_ownerPlayer, CPlayer::ASPECT_CURRENTLYTARGETTING_CLIENT); } } #if PLAYER_PLUGIN_DEBUGGING IEntity* pEntity = gEnv->pEntitySystem->GetEntity(m_currentTarget); PlayerPluginWatch ("Target e%05d (%s %s) - %.2f", m_currentTarget, pEntity ? pEntity->GetName() : "NULL", pEntity ? pEntity->GetClass()->GetName() : "entity", m_currentTargetTime); #endif }