Cleanup method to properly clean up the static data.
519 {
520
522 return;
523
525
526
528 {
531
534 }
535
536
538
539
540 #ifdef DEVELOPER
541 Print(
"--- SEffectManager Cleanup dump - Begin ------------------------");
543 #endif
544
545
546
548 {
549 eff.Event_OnUnregistered();
550 #ifdef SFXM_DUMP
551 Print(
string.Format(
"%1 :: %2 :: %3", eff,
typename.EnumToString(
EffectType, eff.GetEffectType()), eff.GetDebugName() ));
552 #endif
553 }
554
556 {
557 effecter.Delete();
558 }
559
560 #ifdef DEVELOPER
561 Print(
"--- SEffectManager Cleanup dump - End --------------------------");
562 #endif
563
564
567
568
572 }
EffectType
Enum to determine what type of effect the Effect is.
static ref map< int, EffecterBase > m_EffectersMap
static ref ScriptInvoker Event_OnFrameUpdate
Static invoker for the SEffectManager.Event_OnFrameUpdate called form MissionGameplay....
static ref map< int, ref Effect > m_EffectsMap
Static map of all registered effects <id, Effect>
static int m_HighestFreeEffectID
Counter for quickly getting the next ID if FreeEffectIDs array is empty.
static bool m_IsCleanup
Bool to check whether Cleanup is happening, which means that the maps should no longer be accessed.
static bool m_IsInitialized
Bool to check whether Init was called.
static ref map< string, ref SoundParams > m_ParamsMap
Static map of cached sound params, to prevent having to recreate them.
proto native CGame GetGame()
proto void Print(void var)
Prints content of variable to console/log.