| 324 | } |
| 325 | |
| 326 | void CScriptGameObject::UpdateCondition() |
| 327 | { |
| 328 | CEntityAlive* e = smart_cast<CEntityAlive*>(&object()); |
| 329 | if (!e) |
| 330 | { |
| 331 | ai().script_engine().script_log(ScriptStorage::eLuaMessageTypeError, "CEntityAlive : cannot access class member UpdateCondition!"); |
| 332 | return; |
| 333 | } |
| 334 | // в CEntityAlive::shedule_Update() вызовы идут именно в этом порядке |
| 335 | e->conditions().UpdateConditionTime(); |
| 336 | e->conditions().UpdateCondition(); |
| 337 | e->conditions().UpdateWounds(); |
| 338 | } |
| 339 | |
| 340 | void CScriptGameObject::ChangeBleeding(float _delta) |
| 341 | { |
nothing calls this directly
no test coverage detected