Richard Boegli's CnC_Generals_Zero_Hour Fork WIP
This is documentation of Richard Boegil's Zero Hour Fork
 
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DamageFXStore Class Reference

#include <DamageFX.h>

Inherits SubsystemInterface.

Public Member Functions

 DamageFXStore ()
 
 ~DamageFXStore ()
 
void init ()
 
void reset ()
 
void update ()
 
const DamageFXfindDamageFX (AsciiString name) const
 
- Public Member Functions inherited from SubsystemInterface
 SubsystemInterface ()
 
virtual ~SubsystemInterface ()
 
virtual void postProcessLoad ()
 
virtual void draw (void)
 
void UPDATE (void)
 
void DRAW (void)
 
AsciiString getName (void)
 
void setName (AsciiString name)
 

Static Public Member Functions

static void parseDamageFXDefinition (INI *ini)
 

Additional Inherited Members

- Protected Attributes inherited from SubsystemInterface
AsciiString m_name
 

Detailed Description

The "store" used to hold all the DamageFXs in existence. This is usually used when creating an Object (actually, a Body module), but can be used at any time after that. (It is explicitly OK to swap an Object's DamageFX out at any given time.)

Definition at line 138 of file DamageFX.h.

Constructor & Destructor Documentation

◆ DamageFXStore()

DamageFXStore::DamageFXStore ( )

Definition at line 263 of file DamageFX.cpp.

◆ ~DamageFXStore()

DamageFXStore::~DamageFXStore ( )

Definition at line 269 of file DamageFX.cpp.

Member Function Documentation

◆ findDamageFX()

const DamageFX * DamageFXStore::findDamageFX ( AsciiString name) const

Find the DamageFX with the given name. If no such DamageFX exists, return null.

Definition at line 275 of file DamageFX.cpp.

◆ init()

void DamageFXStore::init ( )
virtual
  • Assign any default values to data required for the class
    • Allocate any memory and resources needed throughout the lifetime of the class

Implements SubsystemInterface.

Definition at line 290 of file DamageFX.cpp.

◆ parseDamageFXDefinition()

void DamageFXStore::parseDamageFXDefinition ( INI * ini)
static

Definition at line 305 of file DamageFX.cpp.

◆ reset()

void DamageFXStore::reset ( )
virtual
  • Any system should be able to reset all data and go back to an empty state that is ready to accept a completely new set of data. Reset() can expect to be used in the context of resetting the engine in order to start or load a new game.
    • Do NOT free and re-allocate resources needed, where possible reorganize and re-initialize the resources already allocated.
    • After a reset, the system does not need to be in EXACTLY the same state as a fresh instantiation. If there are persistent state information for the system make sure you maintain it while restoring or re-initializing other transient parts.

Implements SubsystemInterface.

Definition at line 295 of file DamageFX.cpp.

◆ update()

void DamageFXStore::update ( )
virtual
  • Update methods are the place to do system per frame processing. You should call the system update once each time through the game loop to service the system.
    • Note that currently the GameClient and GameLogic will be updating at different rates where the logic is running real time, and the client will adjust how many loops can be done during one server time slice in order to improve performance on low end machines.

Implements SubsystemInterface.

Definition at line 300 of file DamageFX.cpp.


The documentation for this class was generated from the following files: