本文整理汇总了C++中TurnOff函数的典型用法代码示例。如果您正苦于以下问题:C++ TurnOff函数的具体用法?C++ TurnOff怎么用?C++ TurnOff使用的例子?那么, 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TurnOff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: disconnect
void PlaylistView::SetPlaylist(Playlist* playlist) {
if (playlist_) {
disconnect(playlist_, SIGNAL(CurrentSongChanged(Song)),
this, SLOT(MaybeAutoscroll()));
disconnect(playlist_, SIGNAL(DynamicModeChanged(bool)),
this, SLOT(DynamicModeChanged(bool)));
disconnect(playlist_, SIGNAL(destroyed()), this, SLOT(PlaylistDestroyed()));
disconnect(dynamic_controls_, SIGNAL(Repopulate()),
playlist_, SLOT(RepopulateDynamicPlaylist()));
disconnect(dynamic_controls_, SIGNAL(TurnOff()),
playlist_, SLOT(TurnOffDynamicPlaylist()));
}
playlist_ = playlist;
LoadGeometry();
ReloadSettings();
DynamicModeChanged(playlist->is_dynamic());
setFocus();
read_only_settings_ = false;
connect(playlist_, SIGNAL(RestoreFinished()), SLOT(JumpToLastPlayedTrack()));
connect(playlist_, SIGNAL(CurrentSongChanged(Song)), SLOT(MaybeAutoscroll()));
connect(playlist_, SIGNAL(DynamicModeChanged(bool)), SLOT(DynamicModeChanged(bool)));
connect(playlist_, SIGNAL(destroyed()), SLOT(PlaylistDestroyed()));
connect(dynamic_controls_, SIGNAL(Repopulate()), playlist_, SLOT(RepopulateDynamicPlaylist()));
connect(dynamic_controls_, SIGNAL(TurnOff()), playlist_, SLOT(TurnOffDynamicPlaylist()));
}
示例2: TurnOff
void CPda::OnH_B_Independent(bool just_before_destroy)
{
inherited::OnH_B_Independent(just_before_destroy);
//выключить
TurnOff();
}
示例3: TurnOff
void Camera::Update()
{
LTVector vPos;
g_pLTServer->GetObjectPos(m_hObject, &vPos);
ObjArray <HOBJECT, MAX_OBJECT_ARRAY_SIZE> objArray;
g_pLTServer->FindNamedObjects(DEFAULT_PLAYERNAME,objArray);
int numObjects = objArray.NumObjects();
for (int i = 0; i < numObjects; i++ )
{
CPlayerObj* pPlayer = (CPlayerObj*) g_pLTServer->HandleToObject(objArray.GetObject(i));
if (pPlayer)
{
HCLIENT hClient = pPlayer->GetClient();
if (hClient)
{
g_pLTServer->SetClientViewPos(hClient, &vPos);
}
}
}
if (m_fActiveTime > 0.0f && g_pLTServer->GetTime() > m_fTurnOffTime)
{
TurnOff();
}
else
{
SetNextUpdate(UPDATE_NEXT_FRAME);
}
}
示例4: TurnOff
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEnvLaser::InputTurnOff( inputdata_t &inputdata )
{
if (IsOn())
{
TurnOff();
}
}
示例5: net_Destroy
void CPda::net_Destroy()
{
inherited::net_Destroy ();
TurnOff ();
feel_touch.clear ();
UpdateActiveContacts ();
}
示例6: Use
void CFuncWall :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if( IsLockedByMaster( pActivator ))
return;
if( ShouldToggle( useType ))
{
if( GetState() == STATE_ON )
TurnOff();
else TurnOn();
// LRC (support generic switchable texlight)
if( m_iStyle >= 32 )
{
if( pev->frame )
LIGHT_STYLE( m_iStyle, "z" );
else
LIGHT_STYLE( m_iStyle, "a" );
}
else if( m_iStyle <= -32 )
{
if( pev->frame )
LIGHT_STYLE( -m_iStyle, "a" );
else
LIGHT_STYLE( -m_iStyle, "z" );
}
}
}
示例7: GetMesh
void ABaseCharacter::SetRagdollPhysics()
{
USkeletalMeshComponent* Mesh3P = GetMesh();
if (Mesh3P)
{
Mesh3P->SetCollisionProfileName(TEXT("Ragdoll"));
}
SetActorEnableCollision(true);
if (!IsPendingKill() || Mesh3P || Mesh3P->GetPhysicsAsset())
{
Mesh3P->SetAllBodiesSimulatePhysics(true);
Mesh3P->SetSimulatePhysics(true);
Mesh3P->WakeAllRigidBodies();
Mesh3P->bBlendPhysics = true;
SetLifeSpan(TimeAfterDeathBeforeDestroy);
}
else
{
// Immediately hide the pawn
TurnOff();
SetActorHiddenInGame(true);
SetLifeSpan(1.0f);
}
UCharacterMovementComponent* CharacterComp = Cast<UCharacterMovementComponent>(GetMovementComponent());
if (CharacterComp)
{
CharacterComp->StopMovementImmediately();
CharacterComp->DisableMovement();
CharacterComp->SetComponentTickEnabled(false);
}
}
示例8: TurnOff
void Weldingtool::AttackBy(id_ptr_on<Item> item)
{
if (Working())
TurnOff();
else
TurnOn();
}
示例9: DetachFromControllerPendingDestroy
void AVehiclePawn::OnDeath()
{
AVehiclePlayerController* MyPC = Cast<AVehiclePlayerController>(GetController());
bReplicateMovement = false;
bIsDying = true;
DetachFromControllerPendingDestroy();
// hide and disable
TurnOff();
SetActorHiddenInGame(true);
if (EngineAC)
{
EngineAC->Stop();
}
if (SkidAC)
{
SkidAC->Stop();
}
PlayDestructionFX();
// Give use a finite lifespan
SetLifeSpan( 0.2f );
}
示例10: InputToggle
void InputToggle( inputdata_t &inputdata )
{
if ( m_isOn )
TurnOff();
else
TurnOn();
}
示例11: TurnOff
//-----------------------------------------------------------------------------
// Purpose: Input handler to turn the lightning off.
//-----------------------------------------------------------------------------
void CEnvBeam::InputTurnOff( inputdata_t &inputdata )
{
if ( m_active )
{
TurnOff();
}
}
示例12: SetMoveType
void CFuncBrush::Spawn( void )
{
SetMoveType( MOVETYPE_PUSH ); // so it doesn't get pushed by anything
SetSolid( SOLID_VPHYSICS );
AddEFlags( EFL_USE_PARTITION_WHEN_NOT_SOLID );
if ( m_iSolidity == BRUSHSOLID_NEVER )
{
AddSolidFlags( FSOLID_NOT_SOLID );
}
SetModel( STRING( GetModelName() ) );
if ( m_iDisabled )
TurnOff();
// If it can't move/go away, it's really part of the world
if ( !GetEntityName() || !m_iParent )
AddFlag( FL_WORLDBRUSH );
CreateVPhysics();
// Slam the object back to solid - if we really want it to be solid.
if ( m_bSolidBsp )
{
SetSolid( SOLID_BSP );
}
}
示例13: SetThink
void CLaser::Spawn(void)
{
if(FStringNull(pev->model))
{
SetThink(&CLaser::SUB_Remove);
return;
}
pev->solid = SOLID_NOT; // Remove model & collisions
Precache();
SetThink(&CLaser::StrikeThink);
pev->flags |= FL_CUSTOMENTITY;
PointsInit(pev->origin, pev->origin);
if(!m_pSprite && m_iszSpriteName)
m_pSprite = CSprite::SpriteCreate(STRING(m_iszSpriteName), pev->origin, TRUE);
else
m_pSprite = NULL;
if(m_pSprite)
m_pSprite->SetTransparency(kRenderGlow, pev->rendercolor.x, pev->rendercolor.y, pev->rendercolor.z, pev->renderamt, pev->renderfx);
if(pev->targetname && !(pev->spawnflags & SF_BEAM_STARTON))
TurnOff();
else
TurnOn();
}
示例14: TurnOff
int moEffect::luaDisable(moLuaVirtualMachine& vm)
{
lua_State *luastate = (lua_State *) vm;
TurnOff();
return 0;
}
示例15: TurnOff
//================================================================================
// Pensamiento
//================================================================================
void CInternalLight::Think()
{
// Debemos apagarnos
if ( m_flDie.HasStarted() && m_flDie.IsElapsed() ) {
TurnOff();
m_flDie.Invalidate();
}
}