-------------------------------------------------------------------------------- Description: Exposed function to force this turret set into the deactive state. No nice animations are played, no smooth transitions, no nothing, just "Force" --------------------------------------------------------------------------------
| 3224 | // animations are played, no smooth transitions, no nothing, just "Force" |
| 3225 | // -------------------------------------------------------------------------------- |
| 3226 | void EveTurretSet::ForceStateDeactive() |
| 3227 | { |
| 3228 | // turn it all off |
| 3229 | m_trackingInfluence = 0.f; |
| 3230 | m_delayToFadeOutTracking = 0.f; |
| 3231 | m_activeTurret = INVALID_TURRET_INDEX; |
| 3232 | m_target->StopFireAtLocator(); |
| 3233 | if( m_firingEffect ) |
| 3234 | { |
| 3235 | m_firingEffect->StopFiring(); |
| 3236 | } |
| 3237 | // finally, we can set state |
| 3238 | m_state = STATE_DEACTIVE; |
| 3239 | |
| 3240 | // now force-play the deactive anim for this state |
| 3241 | ForceIdleAnimation(); |
| 3242 | } |
| 3243 | |
| 3244 | // -------------------------------------------------------------------------------- |
| 3245 | // Description: |
nothing calls this directly
no test coverage detected