//----------------------------------------------------------------------------------------------- void Scenario::Update( double deltaSeconds ) { m_updateFunction( *this, deltaSeconds ); // Update players for( unsigned int actorIndex = 0; actorIndex < m_actors.size(); ++ actorIndex ) { Actor& actor = *m_actors[ actorIndex ]; if( actor.m_isPlayer ) { actor.UpdateAsPlayer( deltaSeconds, *this ); } } // Update all NPCs for( unsigned int actorIndex = 0; actorIndex < m_actors.size(); ++ actorIndex ) { Actor& actor = *m_actors[ actorIndex ]; if( !actor.m_isPlayer ) { actor.Update( deltaSeconds, *this ); } } }
void updateTimerFired() { m_updateFunction(); }
void CompositingRunLoop::updateTimerFired() { m_updateFunction(); m_lastUpdateTime = monotonicallyIncreasingTime(); }
void updateTimerFired() { m_updateFunction(); m_lastUpdateTime = monotonicallyIncreasingTime(); }