本文整理汇总了C++中IsRegistered函数的典型用法代码示例。如果您正苦于以下问题:C++ IsRegistered函数的具体用法?C++ IsRegistered怎么用?C++ IsRegistered使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了IsRegistered函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: check
void UActorComponent::CreatePhysicsState()
{
check(IsRegistered());
check(ShouldCreatePhysicsState());
check(World->GetPhysicsScene());
check(!bPhysicsStateCreated);
bPhysicsStateCreated = true;
}
示例2: MarkRenderTransformDirty
void UActorComponent::MarkRenderTransformDirty()
{
if (IsRegistered() && bRenderStateCreated)
{
bRenderTransformDirty = true;
MarkForNeededEndOfFrameUpdate();
}
}
示例3: checkf
void UActorComponent::RegisterComponentWithWorld(UWorld* InWorld)
{
checkf(!HasAnyFlags(RF_Unreachable), TEXT("%s"), *GetFullName());
if(IsPendingKill())
{
UE_LOG(LogActorComponent, Log, TEXT("RegisterComponentWithWorld: (%s) Trying to register component with IsPendingKill() == true. Aborting."), *GetPathName());
return;
}
// If the component was already registered, do nothing
if(IsRegistered())
{
UE_LOG(LogActorComponent, Log, TEXT("RegisterComponentWithWorld: (%s) Already registered. Aborting."), *GetPathName());
return;
}
if(InWorld == NULL)
{
//UE_LOG(LogActorComponent, Log, TEXT("RegisterComponentWithWorld: (%s) NULL InWorld specified. Aborting."), *GetPathName());
return;
}
// If not registered, should not have a scene
checkf(World == NULL, TEXT("%s"), *GetFullName());
// Follow outer chain to see if we can find an Actor
AActor* Owner = GetOwner();
ensureMsgf(Owner == NULL || Owner == GetOuter(), TEXT("Component %s is owned by %s by has an Outer of %s."), *GetName(), *Owner->GetName(), *GetOuter()->GetName());
if ((Owner != NULL) && Owner->GetClass()->HasAnyClassFlags(CLASS_NewerVersionExists))
{
UE_LOG(LogActorComponent, Log, TEXT("RegisterComponentWithWorld: Owner belongs to a DEADCLASS"));
return;
}
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
// Can only register with an Actor if we are created within one
if(Owner != NULL)
{
checkf(!Owner->HasAnyFlags(RF_Unreachable), TEXT("%s"), *GetFullName());
// can happen with undo because the owner will be restored "next"
//checkf(!Owner->IsPendingKill(), TEXT("%s"), *GetFullName());
if(InWorld != GetOwner()->GetWorld())
{
// The only time you should specify a scene that is not GetOwner()->GetWorld() is when you don't have an Actor
UE_LOG(LogActorComponent, Log, TEXT("RegisterComponentWithWorld: (%s) Specifying a world, but an Owner Actor found, and InWorld is not GetOwner()->GetWorld()"), *GetPathName());
}
}
#endif // !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
World = InWorld;
ExecuteRegisterEvents();
RegisterAllComponentTickFunctions(true);
}
示例4: check_registered
/*
** check_registered user cancels message, if 'x' is not
** registered (e.g. we don't know yet whether a server
** or user)
*/
int check_registered(aClient *sptr)
{
if (!IsRegistered(sptr))
{
sendto_one(sptr, replies[ERR_NOTREGISTERED], ME, "*");
return -1;
}
return 0;
}
示例5: mr_pong
/*
* mr_pong - registration message handler
*
* parv[0] = sender prefix
* parv[1] = pong response echo
* NOTE: cptr is always unregistered here
*/
int mr_pong(struct Client* cptr, struct Client* sptr, int parc, char* parv[])
{
assert(0 != cptr);
assert(cptr == sptr);
assert(!IsRegistered(sptr));
ClearPingSent(cptr);
return (parc > 1) ? auth_set_pong(cli_auth(sptr), strtoul(parv[parc - 1], NULL, 10)) : 0;
}
示例6: check_registered
/*
* * check_registered user cancels message, if 'x' is not * registered
* (e.g. we don't know yet whether a server * or user)
*/
int
check_registered(aClient *sptr)
{
if (!IsRegistered(sptr)) {
sendto_one(sptr, err_str(ERR_NOTREGISTERED), me.name, "*");
return -1;
}
return 0;
}
示例7: m_notice
int m_notice(struct Client *cptr,
struct Client *sptr,
int parc,
char *parv[])
{
if (!IsRegistered(cptr))
return 0;
return m_message(cptr, sptr, parc, parv, 1);
}
示例8: operator
FormatPtr FormatManager::operator()(FormatPtr format)
{
if (!format || IsRegistered(format))
{
return format;
}
return RegisterFormat(format->type, format->bps, format->sample, format->subsample_w, format->subsample_h);
}
示例9: Register
BOOL CParticleGroupManager::Register(CParticleGroup *prototype)
{
if(prototype == NULL) return FALSE;
if( prototype->GetName() == "" || IsRegistered(prototype->GetName()) ) return FALSE;
my_map::value_type registerTri( prototype->GetName(), prototype );
//등록 성공 or 실패 정보를 리턴
return m_mapRegistered.insert( registerTri ).second;
}
示例10: cap_ls
static void
cap_ls(struct Client *source_p, const char *arg)
{
if(!IsRegistered(source_p))
source_p->flags |= FLAGS_CLICAP;
/* list of what we support */
clicap_generate(source_p, "LS", 0, 0);
}
示例11: SetChildActorClass
void UChildActorComponent::SetChildActorClass(TSubclassOf<AActor> Class)
{
ChildActorClass = Class;
if (IsRegistered())
{
DestroyChildActor();
CreateChildActor();
}
}
示例12: m_pong
/*
** m_pong
** parv[0] = sender prefix
** parv[1] = origin
** parv[2] = destination
*/
int m_pong(struct Client *cptr,
struct Client *sptr,
int parc,
char *parv[])
{
struct Client *acptr = NULL;
char *origin, *destination;
if (parc < 2 || *parv[1] == '\0')
{
sendto_one(sptr, form_str(ERR_NOORIGIN), me.name, parv[0]);
return 0;
}
origin = parv[1];
destination = parv[2];
/* Now attempt to route the PONG, comstud pointed out routable PING
* is used for SPING. routable PING should also probably be left in
* -Dianora
* That being the case, we will route, but only for registered clients (a
* case can be made to allow them only from servers). -Shadowfax
*/
if (!EmptyString(destination) && irccmp(destination, me.name) != 0
&& IsRegistered(sptr))
{
if ((acptr = find_client(destination, NULL)) ||
(acptr = find_server(destination)))
sendto_one(acptr,":%s PONG %s %s",
parv[0], origin, destination);
else
{
sendto_one(sptr, form_str(ERR_NOSUCHSERVER),
me.name, parv[0], destination);
return 0;
}
}
else
{
if (MyConnect(sptr))
{
sptr->flags &= ~FLAGS_PINGSENT;
#ifdef NEED_SPLITCODE
#ifdef SPLIT_PONG
if (IsServer(sptr))
got_server_pong = 1;
#endif
#endif
}
#ifdef DEBUGMODE
Debug((DEBUG_NOTICE, "PONG: %s %s", origin,
destination ? destination : "*"));
#endif
}
return 0;
}
示例13: MarkRenderStateDirty
void UActorComponent::MarkRenderStateDirty()
{
// If registered and has a render state to make as dirty
if((!bRenderStateDirty || !GetWorld()) && IsRegistered() && bRenderStateCreated)
{
// Flag as dirty
bRenderStateDirty = true;
MarkForNeededEndOfFrameRecreate();
}
}
示例14: ReregisterComponent
void UActorComponent::ReregisterComponent()
{
if(!IsRegistered())
{
UE_LOG(LogActorComponent, Log, TEXT("ReregisterComponent: (%s) Not currently registered. Aborting."), *GetPathName());
return;
}
FComponentReregisterContext(this);
}
示例15: MarkRenderDynamicDataDirty
void UActorComponent::MarkRenderDynamicDataDirty()
{
// If registered and has a render state to make as dirty
if(IsRegistered() && bRenderStateCreated)
{
// Flag as dirty
bRenderDynamicDataDirty = true;
MarkForNeededEndOfFrameUpdate();
}
}