示例#1
0
void IGameSystem::FrameUpdatePostEntityThinkAllSystems()
{
	VPROF("FrameUpdatePostEntityThinkAllSystems");
	SafeRemoveIfDesiredAllSystems();

	InvokePerFrameMethod( &IGameSystemPerFrame::FrameUpdatePostEntityThink );
}
示例#2
0
void IGameSystem::FrameUpdatePrePlayerRunCommandAllSystems( CBasePlayer *player, CUserCmd *ucmd )
{
	s_pRunCommandPlayer = player;
	s_pRunCommandUserCmd = ucmd;

	InvokePerFrameMethod( &IGameSystemPerFrame::FrameUpdatePrePlayerRunCommand );
}
示例#3
0
void IGameSystem::PreClientUpdateAllSystems() 
{
	InvokePerFrameMethod( &IGameSystemPerFrame::PreClientUpdate );
}
示例#4
0
void IGameSystem::FrameUpdatePreEntityThinkAllSystems()
{
	InvokePerFrameMethod( &IGameSystemPerFrame::FrameUpdatePreEntityThink );
}
示例#5
0
void IGameSystem::PostRenderAllSystems()
{
	InvokePerFrameMethod( &IGameSystemPerFrame::PostRender );
}
示例#6
0
void IGameSystem::PreRenderAllSystems()
{
	VPROF("IGameSystem::PreRenderAllSystems");
	InvokePerFrameMethod( &IGameSystemPerFrame::PreRender );
}