Cleans up the Effect, including unregistering if needed.
- Заметки
- Will stop the Effect and queue up the deletion in the callqueue
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Is intended for usage from within the Effect itself, use SEffectManager.DestroyEffect when working from a pointer
Cleans up the Effect, including unregistering if needed.
См. определение в файле Effect.c строка 216
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bool m_IsPendingDeletion
Whether the Destroy process has already been called.
override ScriptCallQueue GetCallQueue(int call_category)
static void DestroyEffect(Effect effect)
Unregisters, stops and frees the Effect.
Manager class for managing Effect (EffectParticle, EffectSound)
proto void Call(func fn, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
proto native CGame GetGame()
bool IsPendingDeletion()
Get whether the Effect is queued up for being cleaned up.
void Stop()
Stops all elements this effect consists of.
Перекрестные ссылки ScriptCallQueue::Call(), CALL_CATEGORY_GAMEPLAY, DestroyDamageTriggerEx(), SEffectManager::DestroyEffect(), CGame::GetCallQueue(), GetGame(), IsPendingDeletion(), m_IsPendingDeletion, OnTriggerDestroyed() и Stop().
Используется в EntityLightSource::CheckLifetime(), EntityLightSource::HandleBrightnessFadeing(), EntityLightSource::HandleRadiusFadeing() и ~AreaDamageManager().