#include "StdAfx.h" #include "ActorInstance.h" #include "WeaponTrace.h" void CActorInstance::TraceProcess() { if (!m_WeaponTraceVector.empty()) { std::vector::iterator it; for(it = m_WeaponTraceVector.begin(); it != m_WeaponTraceVector.end(); ++it) { CWeaponTrace * pWeaponTrace = (*it); pWeaponTrace->SetPosition(m_x, m_y, m_z); pWeaponTrace->SetRotation(m_fcurRotation); pWeaponTrace->Update(__GetReachScale()); } } } void CActorInstance::RenderTrace() { for_each(m_WeaponTraceVector.begin(), m_WeaponTraceVector.end(), std::void_mem_fun(&CWeaponTrace::Render)); } void CActorInstance::__DestroyWeaponTrace() { std::for_each(m_WeaponTraceVector.begin(), m_WeaponTraceVector.end(), CWeaponTrace::Delete); m_WeaponTraceVector.clear(); } void CActorInstance::__ShowWeaponTrace() { for_each(m_WeaponTraceVector.begin(), m_WeaponTraceVector.end(), std::void_mem_fun(&CWeaponTrace::TurnOn)); } void CActorInstance::__HideWeaponTrace() { for_each(m_WeaponTraceVector.begin(), m_WeaponTraceVector.end(), std::void_mem_fun(&CWeaponTrace::TurnOff)); }