Пример #1
0
void CShootingObject::StartFlameParticles	()
{
	if(0==m_sFlameParticlesCurrent.size()) return;

	//если партиклы циклические
	if(m_pFlameParticles && m_pFlameParticles->IsLooped() && 
		m_pFlameParticles->IsPlaying()) 
	{
		UpdateFlameParticles();
		return;
	}

	StopFlameParticles();
	m_pFlameParticles = CParticlesObject::Create(*m_sFlameParticlesCurrent,FALSE);
	UpdateFlameParticles();
	
	
	CSpectator* tmp_spectr = smart_cast<CSpectator*>(Level().CurrentControlEntity());
	bool in_hud_mode = IsHudModeNow();
	if (in_hud_mode && tmp_spectr &&
		(tmp_spectr->GetActiveCam() != CSpectator::eacFirstEye))
	{
		in_hud_mode = false;
	}
	m_pFlameParticles->Play(in_hud_mode);
		

}
Пример #2
0
void CWeaponStatMgun::FireEnd()	
{
	m_dAngle.set(0.0f,0.0f);
	inheritedShooting::FireEnd();
	StopFlameParticles	();
	RemoveShotEffector ();
}
Пример #3
0
void CWeapon::net_Destroy	()
{
	inherited::net_Destroy	();

	//удалить объекты партиклов
	StopFlameParticles	();
	StopFlameParticles2	();
	StopLight			();
	Light_Destroy		();

	while (m_magazine.size()) m_magazine.pop_back();
}
Пример #4
0
void CWeapon::StopShooting()
{
//	SetPending			(TRUE);

	//принудительно останавливать зацикленные партиклы
	if(m_pFlameParticles && m_pFlameParticles->IsLooped())
		StopFlameParticles	();	

	SwitchState(eIdle);

	bWorking = false;
}
Пример #5
0
void CShootingObject::StartFlameParticles	()
{
	if(0==m_sFlameParticlesCurrent.size()) return;

	//если партиклы циклические
	if(m_pFlameParticles && m_pFlameParticles->IsLooped() && 
		m_pFlameParticles->IsPlaying()) 
	{
		UpdateFlameParticles();
		return;
	}

	StopFlameParticles();
	m_pFlameParticles = CParticlesObject::Create(*m_sFlameParticlesCurrent,FALSE);
	UpdateFlameParticles();
	m_pFlameParticles->Play();

}
Пример #6
0
void CHelicopter::MGunFireEnd()
{
	CShootingObject::FireEnd	();
	StopFlameParticles			();
	m_enemy.fStartFireTime		= -1.0f;
}
Пример #7
0
void CCarWeapon::FireEnd()	
{
	inheritedShooting::FireEnd();
	StopFlameParticles	();
}