Пример #1
0
void DrawPolyGL(PolyVCN *poly)
{
	verts += poly->nVerts;
	SelectState(RenderStateTable[poly->type]);
	CV->AddPoly(PRIM_COLOP_COLOR | PRIM_COLOP_INTENSITY,poly,poly->xyz,poly->rgba,poly->I,NULL,false);
	TheStateStack.context->SetPalID(0);
}
Пример #2
0
void DrawPolyFG(PolyVC *poly)
{
	verts += poly->nVerts;
	SetSpecularFog();
	SelectState(RenderStateTable[poly->type]);
	CV->AddPoly(PRIM_COLOP_COLOR,poly,poly->xyz,poly->rgba,NULL,NULL,false);
	TheStateStack.context->SetPalID(0);
}
Пример #3
0
void DrawPolyL(PolyFCN *poly)
{
	verts += poly->nVerts;
	SetForegroundColor(PRIM_COLOP_COLOR | PRIM_COLOP_INTENSITY,poly->rgba,poly->I);
	SelectState(RenderStateTable[poly->type]);
	CV->AddPoly(PRIM_COLOP_NONE,poly,poly->xyz,NULL,NULL,NULL,true);
	TheStateStack.context->SetPalID(0);
}
Пример #4
0
void DrawPolyTGL(PolyTexVCN *poly)
{
	verts += poly->nVerts;
	SelectState(RenderStateTable[poly->type]);
//	TheTextureBank.Select(TheStateStack.CurrentTextureTable[poly->texIndex]);
	CV->AddUsedTexture(poly->texIndex);								// Updates Texture Index
	CV->AddPoly(PRIM_COLOP_INTENSITY | PRIM_COLOP_TEXTURE,poly,poly->xyz,NULL,poly->I,poly->uv,false);
	TheStateStack.context->SetPalID(0);
}
Пример #5
0
void DrawPolyF(PolyFC *poly)
{
	verts += poly->nVerts;
	SetSpecularFog();
	SetForegroundColor(PRIM_COLOP_COLOR,poly->rgba,-1);
	SelectState(RenderStateTable[poly->type]);
	CV->AddPoly(PRIM_COLOP_NONE,poly,poly->xyz,NULL,NULL,NULL,true);
	TheStateStack.context->SetPalID(0);
}
Пример #6
0
void DrawPolyATG(PolyTexVC *poly)
{
	verts += poly->nVerts;
	SelectState(RenderStateTable[poly->type]);
	ShiAssert((poly->type == ATexG) || (poly->type == CATexG));
//	TheTextureBank.Select(TheStateStack.CurrentTextureTable[poly->texIndex]);
	CV->AddUsedTexture(poly->texIndex);								// Updates Texture Index
	CV->AddPoly(PRIM_COLOP_COLOR | PRIM_COLOP_TEXTURE,poly,poly->xyz,poly->rgba,NULL,poly->uv,false);
	TheStateStack.context->SetPalID(0);
}
Пример #7
0
void DrawPolyATL(PolyTexFCN *poly)
{
	verts += poly->nVerts;
	SetForegroundColor(PRIM_COLOP_COLOR | PRIM_COLOP_INTENSITY,poly->rgba,poly->I);
	SelectState(RenderStateTable[poly->type]);
//	TheTextureBank.Select(TheStateStack.CurrentTextureTable[poly->texIndex]);
	CV->AddUsedTexture(poly->texIndex);								// Updates Texture Index
	CV->AddPoly(PRIM_COLOP_TEXTURE,poly,poly->xyz,NULL,NULL,poly->uv,true);
	TheStateStack.context->SetPalID(0);
}
END_VAR_TABLE

void RPG_AiControllerComponent::ServerTick(float deltaTime)
{
  VASSERT(GetOwner());
  if(static_cast<RPG_Character*>(GetOwner())->IsDead())
  {
    return;
  }

  SelectState();
  UpdateState(deltaTime);
}