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hub / github.com/carbonengine/trinity / ForceStateDeactive

Method ForceStateDeactive

trinity/Eve/Turret/EveTurretSet.cpp:3226–3242  ·  view source on GitHub ↗

-------------------------------------------------------------------------------- Description: Exposed function to force this turret set into the deactive state. No nice animations are played, no smooth transitions, no nothing, just "Force" --------------------------------------------------------------------------------

Source from the content-addressed store, hash-verified

3224// animations are played, no smooth transitions, no nothing, just "Force"
3225// --------------------------------------------------------------------------------
3226void 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:

Callers

nothing calls this directly

Calls 2

StopFireAtLocatorMethod · 0.80
StopFiringMethod · 0.45

Tested by

no test coverage detected