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Function zShrapnel_Update

src/SB/Game/zShrapnel.cpp:203–246  ·  view source on GitHub ↗

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201}
202
203void zShrapnel_Update(F32 dt)
204{
205 if (sNumActiveFrags == 0)
206 return;
207
208 zFrag* curr = sFirstActiveFrag.next;
209 while (curr != NULL)
210 {
211 zFrag* next = curr->next;
212
213 if (curr->delay > 0.0f)
214 {
215 curr->delay -= dt;
216 }
217 else
218 {
219 if (curr->update != NULL)
220 {
221 curr->update(curr, dt);
222 }
223 }
224 curr = next;
225 }
226
227 if (sProjectileList.next != NULL)
228 {
229 zFrag_ProjectileManager(dt);
230 }
231
232 if (sLightningList.next != NULL)
233 {
234 zFrag_LightningManager(dt);
235 }
236
237 if (sParticleList.next != NULL)
238 {
239 zFrag_ParticleManager(dt);
240 }
241
242 if (sSoundList.next != NULL)
243 {
244 zFrag_SoundManager(dt);
245 }
246}
247
248void zShrapnel_Reset()
249{

Callers 1

zSceneUpdateFunction · 0.70

Calls 5

zFrag_SoundManagerFunction · 0.85
zFrag_ProjectileManagerFunction · 0.70
zFrag_LightningManagerFunction · 0.70
zFrag_ParticleManagerFunction · 0.70
updateMethod · 0.45

Tested by

no test coverage detected