本文整理汇总了C++中CBankedList::New方法的典型用法代码示例。如果您正苦于以下问题:C++ CBankedList::New方法的具体用法?C++ CBankedList::New怎么用?C++ CBankedList::New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::New方法的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: MakeTransitionable
void GameBase::MakeTransitionable( )
{
// Only want one per object
ASSERT( m_pTransAgg == NULL );
// Create it and add it...
m_pTransAgg = s_bankCTransAggs.New();
if( !m_pTransAgg )
{
g_pLTServer->CPrint( "new TransAgg FAILED!!!" );
return;
}
AddAggregate( (LPAGGREGATE)m_pTransAgg );
}
示例2: fxCreateFlareSpriteFX
CBaseFX* fxCreateFlareSpriteFX()
{
return g_FlareSpriteFX_Bank.New();
}
示例3: fxCreateCreateFX
CBaseFX* fxCreateCreateFX()
{
return g_CreateFX_Bank.New();
}
示例4: fxCreateSpriteSystem
CBaseFX* fxCreateSpriteSystem()
{
return g_SpriteSystem_Bank.New();
}
示例5: fxCreatePlayRandomSound
CBaseFX* fxCreatePlayRandomSound()
{
return g_PlayRandomSoundFX_Bank.New();
}
示例6: fxCreatePolyTube
CBaseFX* fxCreatePolyTube()
{
return g_PolyTubeFX_Bank.New();
}
示例7: fxCreateNull
CBaseFX* fxCreateNull()
{
return g_NullFX_Bank.New();
}
示例8: CreateSFX
CSpecialFX* CSFXMgr::CreateSFX(uint8 nId, SFXCREATESTRUCT *psfxCreateStruct,
ILTMessage_Read *pMsg, HOBJECT hServerObj)
{
CSpecialFX* pSFX = NULL;
switch (nId)
{
case SFX_WEAPON_ID :
{
pSFX = &s_WeaponFX;
}
break;
case SFX_PLAYERLURE_ID :
{
pSFX = debug_new( PlayerLureFX );
}
break;
case SFX_PLAYERSOUND_ID :
{
pSFX = g_SFXBank_PlayerSound.New();
}
break;
case SFX_PROJECTILE_ID :
{
pSFX = g_SFXBank_Projectile.New();
}
break;
case SFX_SEARCHLIGHT_ID :
{
pSFX = g_SFXBank_SearchLight.New();
}
break;
case SFX_MARK_ID :
{
pSFX = g_SFXBank_Mark.New();
}
break;
case SFX_SHELLCASING_ID :
{
pSFX = g_SFXBank_ShellCasing.New();
}
break;
case SFX_CAMERA_ID :
{
pSFX = g_SFXBank_Camera.New();
if (pSFX)
{
if (pSFX->Init(psfxCreateStruct))
{
if (g_pLTClient->IsConnected())
{
if (pSFX->CreateObject(g_pLTClient))
{
m_cameraSFXList.Add(pSFX);
}
else
{
DeleteSFX(pSFX);
pSFX = NULL;
}
}
else
{
DeleteSFX(pSFX);
pSFX = NULL;
}
}
}
return pSFX;
}
break;
case SFX_POLYGRID_ID :
{
pSFX = g_SFXBank_PolyGrid.New();
}
break;
case SFX_RENDERTARGET_ID :
{
pSFX = g_SFXBank_RenderTarget.New();
}
break;
case SFX_RENDERTARGETGROUP_ID :
{
pSFX = g_SFXBank_RenderTargetGroup.New();
}
break;
case SFX_EXPLOSION_ID :
{
//.........这里部分代码省略.........
示例9: fxCreateCamWobble
CBaseFX* fxCreateCamWobble()
{
return g_CamWobbleFX_Bank.New();
}
示例10: fxCreateCamJitter
CBaseFX* fxCreateCamJitter()
{
return g_CamJitterFX_Bank.New();
}
示例11: fxCreateDynaLight
CBaseFX* fxCreateDynaLight()
{
return g_DynaLightFX_Bank.New();
}
示例12: fxCreateLTBModel
CBaseFX* fxCreateLTBModel()
{
return g_LTBModelFX_Bank.New();
}
示例13: fxCreateSprite
CBaseFX* fxCreateSprite()
{
return g_SpriteFX_Bank.New();
}
示例14: fxCreateParticleSystem
CBaseFX* fxCreateParticleSystem()
{
return g_ParticleSystemFX_Bank.New();
}
示例15: fxCreateLightningFX
CBaseFX* fxCreateLightningFX()
{
return g_LightningFX_Bank.New();
}