void GraphicsIdle(void) { GraphicsIdleFrequencyTimer.Loop(); StateProcess(); StateGraphicsNext(State); // Safe to set graphics state at this point. if (TargetTestFlag) { GraphicsDisplayTargetTest(); } else { GraphicsDisplay(); } Sleep(0); /* // Text displaying force magnitude. if (RobotForceMagnitude > 0.0) { GRAPHICS_TextSet(STR_stringf("Force=%.1lfN", RobotForceMagnitude)); } else { GRAPHICS_TextClear(); } */ }
// // Processing state // void TransportPad::StateUnload() { // Process the process state (so that recharging occurs) StateProcess(); // Get the cell position U32 x = WorldCtrl::MetresToCellX(location.x); U32 z = WorldCtrl::MetresToCellZ(location.z); // Can we unload if (subject->CheckUnload(x, z)) { // Unload immediately Unload(location); // Notify the player that we're done subject->NotifyPlayer(0x5CA4B1C1); // "Transport::Unloaded" // Change to the process state NextState(0xBDF7C019); // "Process" } }