本文整理汇总了C++中IAttachmentManager::RemoveAttachmentByNameCRC方法的典型用法代码示例。如果您正苦于以下问题:C++ IAttachmentManager::RemoveAttachmentByNameCRC方法的具体用法?C++ IAttachmentManager::RemoveAttachmentByNameCRC怎么用?C++ IAttachmentManager::RemoveAttachmentByNameCRC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IAttachmentManager
的用法示例。
在下文中一共展示了IAttachmentManager::RemoveAttachmentByNameCRC方法的1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: UnStick
void CStickyProjectile::UnStick()
{
if((m_flags&eSF_IsStuck)==0)
return;
const EntityId childId = m_childId;
if(m_characterAttachmentCrC)
{
if(IEntity* pParentEntity = gEnv->pEntitySystem->GetEntity(m_parentId))
{
if(ICharacterInstance* pCharacterInstance = pParentEntity->GetCharacter(0))
{
IAttachmentManager* pAttachManager = pCharacterInstance->GetIAttachmentManager();
Reset();
pAttachManager->RemoveAttachmentByNameCRC(m_characterAttachmentCrC);
m_characterAttachmentCrC = 0;
}
}
}
else
{
if(IEntity* pChildEntity = gEnv->pEntitySystem->GetEntity(childId))
{
Reset();
pChildEntity->DetachThis(IEntity::ATTACHMENT_KEEP_TRANSFORMATION);
}
}
if(gEnv->bMultiplayer)
{
if((m_flags&eSF_IsStuck)==0)
{
if(CProjectile* pProjectile = g_pGame->GetWeaponSystem()->GetProjectile(childId))
{
SetProjectilePhysics(pProjectile, ePT_Particle);
}
}
}
}