// ----------------------------------------------------------------------------- // CPhoneHandlerEndCall::RequestCompleted // Handler for completed asynchronous calls. // (other items were commented in a header). // ----------------------------------------------------------------------------- // void CPhoneHandlerEndCall::RequestCompleted( const TInt aError ) { COM_TRACE_2( "[PHONECMDHANDLER] CPhoneHandlerEndCall::RequestCompleted() aError=%d, iState=%d", aError, iState ); switch( iState ) { case EPhoneHandlerState1: { NextState(); iControl.CommandInitiator().SendResponse( GetStatus(), iOperation, aError ); Activate(); break; } case EPhoneHandlerState2: { IdleState(); delete this; break; } default: { COM_TRACE_( "[PHONECMDHANDLER] CPhoneHandlerEndCall::RequestCompleted() Unspecified state" ); break; } }; }
void CCustomZone::UpdateWorkload (u32 dt) { m_iPreviousStateTime = m_iStateTime; m_iStateTime += (int)dt; if (!IsEnabled()) { if (m_actor_effector) m_actor_effector->Stop(); return; }; UpdateIdleLight (); switch(m_eZoneState) { case eZoneStateIdle: IdleState(); break; case eZoneStateAwaking: AwakingState(); break; case eZoneStateBlowout: BlowoutState(); break; case eZoneStateAccumulate: AccumulateState(); break; case eZoneStateDisabled: break; default: NODEFAULT; } if (Level().CurrentEntity()) { Fvector P = Device.vCameraPosition; P.y -= 0.9f; float radius = 1.0f; CalcDistanceTo (P, m_fDistanceToCurEntity, radius); if (m_actor_effector) { m_actor_effector->Update(m_fDistanceToCurEntity, radius, m_eHitTypeBlowout); } } if(m_pLight && m_pLight->get_active()) UpdateBlowoutLight (); if(m_zone_flags.test(eUseSecondaryHit) && m_eZoneState!=eZoneStateIdle && m_eZoneState!=eZoneStateDisabled) { UpdateSecondaryHit(); } }
void BombNode::OnTick() { switch (mState) { case state_idle: IdleState(); break; case state_moving: MovingState(); break; case state_exploding: ExplodingState(); break; case state_finished: FinishedStat(); break; } if ( mState == state_idle || mState == state_moving ) { } /* PVRTVec3 playerWorldPos = mPlayerNode->GetNode()->GetWorldTranslation(); PVRTVec3 locatorPos(mLocator->x, mLocator->y, mLocator->z); PVRTVec3 distVec = playerWorldPos - locatorPos; if (distVec.lenSqr() <MM( mLocator->radius)) { ShootState(); } else { IdleState(); } */ mModelData->GetRoot()->SetTranslation(mBombPos); }