本文整理汇总了C++中CBankedList::Delete方法的典型用法代码示例。如果您正苦于以下问题:C++ CBankedList::Delete方法的具体用法?C++ CBankedList::Delete怎么用?C++ CBankedList::Delete使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类CBankedList
的用法示例。
在下文中一共展示了CBankedList::Delete方法的4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: DestroyTransitionAggregate
void GameBase::DestroyTransitionAggregate( )
{
if( !m_pTransAgg ) return;
#ifndef _FINAL
CTransitionAggregate *pIAgg = dynamic_cast<CTransitionAggregate*>(m_pTransAgg);
if( !pIAgg )
{
g_pLTServer->CPrint( "NOT a CTransitionAggregate!!!" );
return;
}
#endif
RemoveAggregate( (LPAGGREGATE)m_pTransAgg );
s_bankCTransAggs.Delete( m_pTransAgg );
m_pTransAgg = NULL;
}
示例2: DestroyAnimationContext
void CAnimationMgr::DestroyAnimationContext(CAnimationContext* pAnimationContext)
{
pAnimationContext->Term();
s_bankCAnimationContext.Delete(pAnimationContext);
}
示例3: fxDelete
__declspec(dllexport) void fxDelete(CBaseFX *pDeleteFX)
{
// Figure out what kind of FX we are deleting and make sure the propper bank handles it...
switch( pDeleteFX->GetFXType() )
{
case CBaseFX::eParticleSystemFX :
{
g_ParticleSystemFX_Bank.Delete( (CParticleSystemFX*)pDeleteFX );
}
break;
case CBaseFX::eSpriteFX :
{
g_SpriteFX_Bank.Delete( (CSpriteFX*)pDeleteFX );
}
break;
case CBaseFX::eLTBModelFX :
{
g_LTBModelFX_Bank.Delete( (CLTBModelFX*)pDeleteFX );
}
break;
case CBaseFX::eDynaLightFX :
{
g_DynaLightFX_Bank.Delete( (CDynaLightFX*)pDeleteFX );
}
break;
case CBaseFX::ePlaySoundFX :
{
g_PlaySoundFX_Bank.Delete( (CPlaySoundFX*)pDeleteFX );
}
break;
case CBaseFX::eCamJitterFX :
{
g_CamJitterFX_Bank.Delete( (CCamJitterFX*)pDeleteFX );
}
break;
case CBaseFX::eCamWobbleFX :
{
g_CamWobbleFX_Bank.Delete( (CCamWobbleFX*)pDeleteFX );
}
break;
case CBaseFX::eLTBBouncyChunkFX :
{
g_LTBBouncyChunkFX_Bank.Delete( (CLTBBouncyChunkFX*)pDeleteFX );
}
break;
case CBaseFX::eNullFX :
{
g_NullFX_Bank.Delete( (CNullFX*)pDeleteFX );
}
break;
case CBaseFX::ePolyTubeFX :
{
g_PolyTubeFX_Bank.Delete( (CPolyTubeFX*)pDeleteFX );
}
break;
case CBaseFX::ePlayRandomSoundFX :
{
g_PlayRandomSoundFX_Bank.Delete( (CPlayRandomSoundFX*)pDeleteFX );
}
break;
case CBaseFX::eSpriteSystem :
{
g_SpriteSystem_Bank.Delete( (CSpriteSystem*)pDeleteFX );
}
break;
case CBaseFX::eCreateFX :
{
g_CreateFX_Bank.Delete( (CCreateFX*)pDeleteFX );
}
break;
case CBaseFX::eFlareSpriteFX :
{
g_FlareSpriteFX_Bank.Delete( (CFlareSpriteFX*)pDeleteFX );
}
break;
case CBaseFX::eLightningFX :
{
g_LightningFX_Bank.Delete( (CLightningFX*)pDeleteFX );
}
break;
default:
{
// We should never be getting here!
ASSERT( LTFALSE );
//.........这里部分代码省略.........
示例4: DeleteSFX
void CSFXMgr::DeleteSFX(CSpecialFX* pFX)
{
// Make sure we've got a valid pointer
if (!pFX)
return;
// Make sure we don't try to delete the static fx(s)...
if (pFX == &s_WeaponFX)
return;
// Alrighty, get the ID from the effect...
switch(pFX->GetSFXID())
{
// Delete it from the right place...
case SFX_PLAYERSOUND_ID :
{
g_SFXBank_PlayerSound.Delete((CPlayerSoundFX*)pFX);
}
break;
case SFX_MARK_ID :
{
g_SFXBank_Mark.Delete((CMarkSFX*)pFX);
}
break;
case SFX_SHELLCASING_ID :
{
g_SFXBank_ShellCasing.Delete((CShellCasingFX*)pFX);
}
break;
case SFX_PROJECTILE_ID :
{
g_SFXBank_Projectile.Delete((CProjectileFX*)pFX);
}
break;
case SFX_CAMERA_ID :
{
g_SFXBank_Camera.Delete((CCameraFX*)pFX);
}
break;
case SFX_POLYGRID_ID :
{
g_SFXBank_PolyGrid.Delete((CPolyGridFX*)pFX);
}
break;
case SFX_RENDERTARGET_ID :
{
g_SFXBank_RenderTarget.Delete((CRenderTargetFX*)pFX);
}
break;
case SFX_RENDERTARGETGROUP_ID :
{
g_SFXBank_RenderTargetGroup.Delete((CRenderTargetGroupFX*)pFX);
}
break;
case SFX_EXPLOSION_ID :
{
g_SFXBank_Explosion.Delete((CExplosionFX*)pFX);
}
break;
case SFX_VOLUMEBRUSH_ID :
{
g_SFXBank_VolumeBrush.Delete((CVolumeBrushFX*)pFX);
}
break;
case SFX_CHARACTER_ID :
{
g_SFXBank_Character.Delete((CCharacterFX*)pFX);
}
break;
case SFX_SEARCHLIGHT_ID :
{
g_SFXBank_SearchLight.Delete((CSearchLightFX*)pFX);
}
break;
case SFX_PICKUPITEM_ID :
{
g_SFXBank_PickupItem.Delete((CPickupItemFX*)pFX);
}
break;
case SFX_AIMMAGNET_ID :
{
g_SFXBank_AimMagnet.Delete((CAimMagnetFX*)pFX);
}
break;
case SFX_NAVMARKER_ID :
//.........这里部分代码省略.........