void CHangingLamp::TurnOn () { light_render->set_active (true); if (glow_render) glow_render->set_active (true); if (light_ambient) light_ambient->set_active (true); if (Visual()){ CKinematics* K = smart_cast<CKinematics*>(Visual()); K->LL_SetBoneVisible (light_bone, TRUE, TRUE); K->CalculateBones_Invalidate(); K->CalculateBones (); } processing_activate (); }
void CHelicopter::DieHelicopter() { if ( state() == CHelicopter::eDead ) return; CEntity::Die(NULL); m_engineSound.stop (); m_brokenSound.create (pSettings->r_string(*cNameSect(), "broken_snd"),st_Effect,sg_SourceType); m_brokenSound.play_at_pos (0,XFORM().c,sm_Looped); CKinematics* K = smart_cast<CKinematics*>(Visual()); if(true /*!PPhysicsShell()*/){ string256 I; LPCSTR bone; u16 bone_id; for (u32 i=0, n=_GetItemCount(*m_death_bones_to_hide); i<n; ++i){ bone = _GetItem(*m_death_bones_to_hide,i,I); bone_id = K->LL_BoneID (bone); K->LL_SetBoneVisible(bone_id,FALSE,TRUE); } ///PPhysicsShell()=P_build_Shell (this,false); PPhysicsShell()->EnabledCallbacks(TRUE); PPhysicsShell()->set_ObjectContactCallback(CollisionCallbackDead); PPhysicsShell()->set_ContactCallback(ContactShotMark); } Fvector lin_vel; Fvector prev_pos = PositionStack.front().vPosition; lin_vel.sub (XFORM().c,prev_pos); if(Device.dwTimeGlobal != PositionStack.front().dwTime) lin_vel.div((Device.dwTimeGlobal-PositionStack.front().dwTime)/1000.0f); lin_vel.mul (m_death_lin_vel_k); PPhysicsShell()->set_LinearVel (lin_vel); PPhysicsShell()->set_AngularVel (m_death_ang_vel); PPhysicsShell()->Enable (); K->CalculateBones_Invalidate (); K->CalculateBones (); setState (CHelicopter::eDead); m_engineSound.stop (); processing_deactivate (); m_dead = true; }