Пример #1
0
void CClientObjectManager::DoPulse ( void )
{
    UpdateLimitInfo ();

    // Loop through all our streamed-in objects
    for ( uint i = 0 ; i < m_StreamedIn.size () ; i++ )
    {
        CClientObject* pObject = m_StreamedIn[i];

        // We should have a game-object here
        assert ( pObject->GetGameObject () );
        pObject->StreamedInPulse ();
    }
}
Пример #2
0
void CClientObjectManager::DoPulse ( void )
{
    UpdateLimitInfo ();

    CClientObject * pObject = NULL;
    // Loop through all our streamed-in objects
    vector < CClientObject * > ::iterator iter = m_StreamedIn.begin ();
    for ( ; iter != m_StreamedIn.end () ; ++iter )
    {
        pObject = *iter;
        // We should have a game-object here
        assert ( pObject->GetGameObject () );
        pObject->StreamedInPulse ();
    }
}