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.
static void DestroyEffect(Effect effect)
Unregisters, stops and frees the Effect.
Manager class for managing Effect (EffectParticle, EffectSound)
bool IsPendingDeletion()
Get whether the Effect is queued up for being cleaned up.
void Stop()
Stops all elements this effect consists of.
Перекрестные ссылки CALL_CATEGORY_GAMEPLAY, DestroyDamageTriggerEx(), SEffectManager::DestroyEffect(), g_Game, IsPendingDeletion(), m_IsPendingDeletion, m_Root, OnTriggerDestroyed() и Stop().
Используется в EntityLightSource::CheckLifetime(), EntityLightSource::HandleBrightnessFadeing(), EntityLightSource::HandleRadiusFadeing() и ~AreaDamageManager().