本文整理汇总了C++中IEntity::ClearFlags方法的典型用法代码示例。如果您正苦于以下问题:C++ IEntity::ClearFlags方法的具体用法?C++ IEntity::ClearFlags怎么用?C++ IEntity::ClearFlags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IEntity
的用法示例。
在下文中一共展示了IEntity::ClearFlags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: OnStep
EContextEstablishTaskResult OnStep( SContextEstablishState& state )
{
CScopedRemoveObjectUnlock unlockRemovals(CCryAction::GetCryAction()->GetGameContext());
if (m_skipGameRules || m_skipPlayers)
{
IEntityItPtr i = gEnv->pEntitySystem->GetEntityIterator();
while(!i->IsEnd())
{
IEntity* pEnt = i->Next();
// skip gamerules
if (m_skipGameRules)
if (pEnt->GetId() == CCryAction::GetCryAction()->GetIGameRulesSystem()->GetCurrentGameRulesEntity()->GetId())
continue;
// skip players
if (m_skipPlayers)
{
IActor* pActor = CCryAction::GetCryAction()->GetIActorSystem()->GetActor(pEnt->GetId());
if (pActor && pActor->IsPlayer())
continue;
}
pEnt->ClearFlags(ENTITY_FLAG_UNREMOVABLE);
// force remove all other entities
gEnv->pEntitySystem->RemoveEntity(pEnt->GetId(), true);
}
if (!m_skipGameRules)
gEnv->pEntitySystem->ReserveEntityId(1);
}
else
{
if(!gEnv->pSystem->IsSerializingFile())
gEnv->pEntitySystem->Reset();
gEnv->pEntitySystem->ReserveEntityId(1);
}
gEnv->pEntitySystem->ReserveEntityId( LOCAL_PLAYER_ENTITY_ID );
CActionGame::Get()->OnEntitySystemReset();
return eCETR_Ok;
}