mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-11 13:11:47 +00:00
725 lines
16 KiB
C++
725 lines
16 KiB
C++
/*
|
|
===========================================================================
|
|
|
|
Doom 3 BFG Edition GPL Source Code
|
|
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
|
|
|
|
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
|
|
|
|
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
|
|
it under the terms of the GNU General Public License as published by
|
|
the Free Software Foundation, either version 3 of the License, or
|
|
(at your option) any later version.
|
|
|
|
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
|
|
|
|
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
|
|
|
|
===========================================================================
|
|
*/
|
|
|
|
#include "precompiled.h"
|
|
#pragma hdrstop
|
|
|
|
#include "Game_local.h"
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
idCamera
|
|
|
|
Base class for cameras
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
ABSTRACT_DECLARATION( idEntity, idCamera )
|
|
END_CLASS
|
|
|
|
/*
|
|
=====================
|
|
idCamera::Spawn
|
|
=====================
|
|
*/
|
|
void idCamera::Spawn()
|
|
{
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idCamera::GetRenderView
|
|
=====================
|
|
*/
|
|
renderView_t* idCamera::GetRenderView()
|
|
{
|
|
renderView_t* rv = idEntity::GetRenderView();
|
|
GetViewParms( rv );
|
|
return rv;
|
|
}
|
|
|
|
/***********************************************************************
|
|
|
|
idCameraView
|
|
|
|
***********************************************************************/
|
|
const idEventDef EV_Camera_SetAttachments( "<getattachments>", NULL );
|
|
|
|
CLASS_DECLARATION( idCamera, idCameraView )
|
|
EVENT( EV_Activate, idCameraView::Event_Activate )
|
|
EVENT( EV_Camera_SetAttachments, idCameraView::Event_SetAttachments )
|
|
END_CLASS
|
|
|
|
|
|
/*
|
|
===============
|
|
idCameraView::idCameraView
|
|
================
|
|
*/
|
|
idCameraView::idCameraView()
|
|
{
|
|
fov = 90.0f;
|
|
attachedTo = NULL;
|
|
attachedView = NULL;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idCameraView::Save
|
|
================
|
|
*/
|
|
void idCameraView::Save( idSaveGame* savefile ) const
|
|
{
|
|
savefile->WriteFloat( fov );
|
|
savefile->WriteObject( attachedTo );
|
|
savefile->WriteObject( attachedView );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idCameraView::Restore
|
|
================
|
|
*/
|
|
void idCameraView::Restore( idRestoreGame* savefile )
|
|
{
|
|
savefile->ReadFloat( fov );
|
|
savefile->ReadObject( reinterpret_cast<idClass*&>( attachedTo ) );
|
|
savefile->ReadObject( reinterpret_cast<idClass*&>( attachedView ) );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idCameraView::Event_SetAttachments
|
|
================
|
|
*/
|
|
void idCameraView::Event_SetAttachments( )
|
|
{
|
|
SetAttachment( &attachedTo, "attachedTo" );
|
|
SetAttachment( &attachedView, "attachedView" );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idCameraView::Event_Activate
|
|
================
|
|
*/
|
|
void idCameraView::Event_Activate( idEntity* activator )
|
|
{
|
|
if( spawnArgs.GetBool( "trigger" ) )
|
|
{
|
|
if( gameLocal.GetCamera() != this )
|
|
{
|
|
if( g_debugCinematic.GetBool() )
|
|
{
|
|
gameLocal.Printf( "%d: '%s' start\n", gameLocal.framenum, GetName() );
|
|
}
|
|
|
|
gameLocal.SetCamera( this );
|
|
}
|
|
else
|
|
{
|
|
if( g_debugCinematic.GetBool() )
|
|
{
|
|
gameLocal.Printf( "%d: '%s' stop\n", gameLocal.framenum, GetName() );
|
|
}
|
|
gameLocal.SetCamera( NULL );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idCameraView::Stop
|
|
=====================
|
|
*/
|
|
void idCameraView::Stop()
|
|
{
|
|
if( g_debugCinematic.GetBool() )
|
|
{
|
|
gameLocal.Printf( "%d: '%s' stop\n", gameLocal.framenum, GetName() );
|
|
}
|
|
gameLocal.SetCamera( NULL );
|
|
ActivateTargets( gameLocal.GetLocalPlayer() );
|
|
}
|
|
|
|
|
|
/*
|
|
=====================
|
|
idCameraView::Spawn
|
|
=====================
|
|
*/
|
|
void idCameraView::SetAttachment( idEntity** e, const char* p )
|
|
{
|
|
const char* cam = spawnArgs.GetString( p );
|
|
if( strlen( cam ) )
|
|
{
|
|
*e = gameLocal.FindEntity( cam );
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
=====================
|
|
idCameraView::Spawn
|
|
=====================
|
|
*/
|
|
void idCameraView::Spawn()
|
|
{
|
|
// if no target specified use ourself
|
|
const char* cam = spawnArgs.GetString( "cameraTarget" );
|
|
if( strlen( cam ) == 0 )
|
|
{
|
|
spawnArgs.Set( "cameraTarget", spawnArgs.GetString( "name" ) );
|
|
}
|
|
fov = spawnArgs.GetFloat( "fov", "90" );
|
|
|
|
PostEventMS( &EV_Camera_SetAttachments, 0 );
|
|
|
|
UpdateChangeableSpawnArgs( NULL );
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idCameraView::GetViewParms
|
|
=====================
|
|
*/
|
|
void idCameraView::GetViewParms( renderView_t* view )
|
|
{
|
|
assert( view );
|
|
|
|
if( view == NULL )
|
|
{
|
|
return;
|
|
}
|
|
|
|
idVec3 dir;
|
|
idEntity* ent;
|
|
|
|
if( attachedTo )
|
|
{
|
|
ent = attachedTo;
|
|
}
|
|
else
|
|
{
|
|
ent = this;
|
|
}
|
|
|
|
view->vieworg = ent->GetPhysics()->GetOrigin();
|
|
if( attachedView )
|
|
{
|
|
dir = attachedView->GetPhysics()->GetOrigin() - view->vieworg;
|
|
dir.Normalize();
|
|
view->viewaxis = dir.ToMat3();
|
|
}
|
|
else
|
|
{
|
|
view->viewaxis = ent->GetPhysics()->GetAxis();
|
|
}
|
|
|
|
gameLocal.CalcFov( fov, view->fov_x, view->fov_y );
|
|
}
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
idCameraAnim
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
const idEventDef EV_Camera_Start( "start", NULL );
|
|
const idEventDef EV_Camera_Stop( "stop", NULL );
|
|
|
|
CLASS_DECLARATION( idCamera, idCameraAnim )
|
|
EVENT( EV_Thread_SetCallback, idCameraAnim::Event_SetCallback )
|
|
EVENT( EV_Camera_Stop, idCameraAnim::Event_Stop )
|
|
EVENT( EV_Camera_Start, idCameraAnim::Event_Start )
|
|
EVENT( EV_Activate, idCameraAnim::Event_Activate )
|
|
END_CLASS
|
|
|
|
|
|
/*
|
|
=====================
|
|
idCameraAnim::idCameraAnim
|
|
=====================
|
|
*/
|
|
idCameraAnim::idCameraAnim()
|
|
{
|
|
threadNum = 0;
|
|
offset.Zero();
|
|
frameRate = 0;
|
|
cycle = 1;
|
|
starttime = 0;
|
|
activator = NULL;
|
|
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idCameraAnim::~idCameraAnim
|
|
=====================
|
|
*/
|
|
idCameraAnim::~idCameraAnim()
|
|
{
|
|
if( gameLocal.GetCamera() == this )
|
|
{
|
|
gameLocal.SetCamera( NULL );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idCameraAnim::Save
|
|
================
|
|
*/
|
|
void idCameraAnim::Save( idSaveGame* savefile ) const
|
|
{
|
|
savefile->WriteInt( threadNum );
|
|
savefile->WriteVec3( offset );
|
|
savefile->WriteInt( frameRate );
|
|
savefile->WriteInt( starttime );
|
|
savefile->WriteInt( cycle );
|
|
activator.Save( savefile );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idCameraAnim::Restore
|
|
================
|
|
*/
|
|
void idCameraAnim::Restore( idRestoreGame* savefile )
|
|
{
|
|
savefile->ReadInt( threadNum );
|
|
savefile->ReadVec3( offset );
|
|
savefile->ReadInt( frameRate );
|
|
savefile->ReadInt( starttime );
|
|
savefile->ReadInt( cycle );
|
|
activator.Restore( savefile );
|
|
|
|
LoadAnim();
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idCameraAnim::Spawn
|
|
=====================
|
|
*/
|
|
void idCameraAnim::Spawn()
|
|
{
|
|
if( spawnArgs.GetVector( "old_origin", "0 0 0", offset ) )
|
|
{
|
|
offset = GetPhysics()->GetOrigin() - offset;
|
|
}
|
|
else
|
|
{
|
|
offset.Zero();
|
|
}
|
|
|
|
// always think during cinematics
|
|
cinematic = true;
|
|
|
|
LoadAnim();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idCameraAnim::Load
|
|
================
|
|
*/
|
|
void idCameraAnim::LoadAnim()
|
|
{
|
|
int version;
|
|
idLexer parser( LEXFL_ALLOWPATHNAMES | LEXFL_NOSTRINGESCAPECHARS | LEXFL_NOSTRINGCONCAT );
|
|
idToken token;
|
|
int numFrames;
|
|
int numCuts;
|
|
int i;
|
|
idStr filename;
|
|
const char* key;
|
|
|
|
key = spawnArgs.GetString( "anim" );
|
|
if( !key )
|
|
{
|
|
gameLocal.Error( "Missing 'anim' key on '%s'", name.c_str() );
|
|
}
|
|
|
|
filename = spawnArgs.GetString( va( "anim %s", key ) );
|
|
if( !filename.Length() )
|
|
{
|
|
gameLocal.Error( "Missing 'anim %s' key on '%s'", key, name.c_str() );
|
|
}
|
|
|
|
filename.SetFileExtension( MD5_CAMERA_EXT );
|
|
if( !parser.LoadFile( filename ) )
|
|
{
|
|
gameLocal.Error( "Unable to load '%s' on '%s'", filename.c_str(), name.c_str() );
|
|
}
|
|
|
|
cameraCuts.Clear();
|
|
cameraCuts.SetGranularity( 1 );
|
|
camera.Clear();
|
|
camera.SetGranularity( 1 );
|
|
|
|
parser.ExpectTokenString( MD5_VERSION_STRING );
|
|
version = parser.ParseInt();
|
|
if( version != MD5_VERSION )
|
|
{
|
|
parser.Error( "Invalid version %d. Should be version %d\n", version, MD5_VERSION );
|
|
}
|
|
|
|
// skip the commandline
|
|
parser.ExpectTokenString( "commandline" );
|
|
parser.ReadToken( &token );
|
|
|
|
// parse num frames
|
|
parser.ExpectTokenString( "numFrames" );
|
|
numFrames = parser.ParseInt();
|
|
if( numFrames <= 0 )
|
|
{
|
|
parser.Error( "Invalid number of frames: %d", numFrames );
|
|
}
|
|
|
|
// parse framerate
|
|
parser.ExpectTokenString( "frameRate" );
|
|
frameRate = parser.ParseInt();
|
|
if( frameRate <= 0 )
|
|
{
|
|
parser.Error( "Invalid framerate: %d", frameRate );
|
|
}
|
|
|
|
// parse num cuts
|
|
parser.ExpectTokenString( "numCuts" );
|
|
numCuts = parser.ParseInt();
|
|
if( ( numCuts < 0 ) || ( numCuts > numFrames ) )
|
|
{
|
|
parser.Error( "Invalid number of camera cuts: %d", numCuts );
|
|
}
|
|
|
|
// parse the camera cuts
|
|
parser.ExpectTokenString( "cuts" );
|
|
parser.ExpectTokenString( "{" );
|
|
cameraCuts.SetNum( numCuts );
|
|
for( i = 0; i < numCuts; i++ )
|
|
{
|
|
cameraCuts[ i ] = parser.ParseInt();
|
|
if( ( cameraCuts[ i ] < 1 ) || ( cameraCuts[ i ] >= numFrames ) )
|
|
{
|
|
parser.Error( "Invalid camera cut" );
|
|
}
|
|
}
|
|
parser.ExpectTokenString( "}" );
|
|
|
|
// parse the camera frames
|
|
parser.ExpectTokenString( "camera" );
|
|
parser.ExpectTokenString( "{" );
|
|
camera.SetNum( numFrames );
|
|
for( i = 0; i < numFrames; i++ )
|
|
{
|
|
parser.Parse1DMatrix( 3, camera[ i ].t.ToFloatPtr() );
|
|
parser.Parse1DMatrix( 3, camera[ i ].q.ToFloatPtr() );
|
|
camera[ i ].fov = parser.ParseFloat();
|
|
}
|
|
parser.ExpectTokenString( "}" );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idCameraAnim::Start
|
|
================
|
|
*/
|
|
void idCameraAnim::Start()
|
|
{
|
|
cycle = spawnArgs.GetInt( "cycle" );
|
|
if( !cycle )
|
|
{
|
|
cycle = 1;
|
|
}
|
|
|
|
if( g_debugCinematic.GetBool() )
|
|
{
|
|
gameLocal.Printf( "%d: '%s' start\n", gameLocal.framenum, GetName() );
|
|
}
|
|
|
|
starttime = gameLocal.time;
|
|
gameLocal.SetCamera( this );
|
|
BecomeActive( TH_THINK );
|
|
|
|
// if the player has already created the renderview for this frame, have him update it again so that the camera starts this frame
|
|
if( gameLocal.GetLocalPlayer()->GetRenderView()->time[TIME_GROUP2] == gameLocal.fast.time )
|
|
{
|
|
gameLocal.GetLocalPlayer()->CalculateRenderView();
|
|
}
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idCameraAnim::Stop
|
|
=====================
|
|
*/
|
|
void idCameraAnim::Stop()
|
|
{
|
|
if( gameLocal.GetCamera() == this )
|
|
{
|
|
if( g_debugCinematic.GetBool() )
|
|
{
|
|
gameLocal.Printf( "%d: '%s' stop\n", gameLocal.framenum, GetName() );
|
|
}
|
|
|
|
BecomeInactive( TH_THINK );
|
|
gameLocal.SetCamera( NULL );
|
|
if( threadNum )
|
|
{
|
|
idThread::ObjectMoveDone( threadNum, this );
|
|
threadNum = 0;
|
|
}
|
|
ActivateTargets( activator.GetEntity() );
|
|
}
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idCameraAnim::Think
|
|
=====================
|
|
*/
|
|
void idCameraAnim::Think()
|
|
{
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idCameraAnim::GetViewParms
|
|
=====================
|
|
*/
|
|
void idCameraAnim::GetViewParms( renderView_t* view )
|
|
{
|
|
int realFrame;
|
|
int frame;
|
|
int frameTime;
|
|
float lerp;
|
|
float invlerp;
|
|
cameraFrame_t* camFrame;
|
|
int i;
|
|
int cut;
|
|
idQuat q1, q2, q3;
|
|
|
|
assert( view );
|
|
if( !view )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if( camera.Num() == 0 )
|
|
{
|
|
// we most likely are in the middle of a restore
|
|
// FIXME: it would be better to fix it so this doesn't get called during a restore
|
|
return;
|
|
}
|
|
|
|
SetTimeState ts( timeGroup );
|
|
|
|
frameTime = ( gameLocal.time - starttime ) * frameRate;
|
|
frame = frameTime / 1000;
|
|
lerp = ( frameTime % 1000 ) * 0.001f;
|
|
|
|
// skip any frames where camera cuts occur
|
|
realFrame = frame;
|
|
cut = 0;
|
|
for( i = 0; i < cameraCuts.Num(); i++ )
|
|
{
|
|
if( frame < cameraCuts[ i ] )
|
|
{
|
|
break;
|
|
}
|
|
frame++;
|
|
cut++;
|
|
}
|
|
|
|
if( g_debugCinematic.GetBool() )
|
|
{
|
|
int prevFrameTime = ( gameLocal.previousTime - starttime ) * frameRate;
|
|
int prevFrame = prevFrameTime / 1000;
|
|
int prevCut;
|
|
|
|
prevCut = 0;
|
|
for( i = 0; i < cameraCuts.Num(); i++ )
|
|
{
|
|
if( prevFrame < cameraCuts[ i ] )
|
|
{
|
|
break;
|
|
}
|
|
prevFrame++;
|
|
prevCut++;
|
|
}
|
|
|
|
if( prevCut != cut )
|
|
{
|
|
gameLocal.Printf( "%d: '%s' cut %d\n", gameLocal.framenum, GetName(), cut );
|
|
}
|
|
}
|
|
|
|
// clamp to the first frame. also check if this is a one frame anim. one frame anims would end immediately,
|
|
// but since they're mainly used for static cams anyway, just stay on it infinitely.
|
|
if( ( frame < 0 ) || ( camera.Num() < 2 ) )
|
|
{
|
|
view->viewaxis = camera[ 0 ].q.ToQuat().ToMat3();
|
|
view->vieworg = camera[ 0 ].t + offset;
|
|
view->fov_x = camera[ 0 ].fov;
|
|
}
|
|
else if( frame > camera.Num() - 2 )
|
|
{
|
|
if( cycle > 0 )
|
|
{
|
|
cycle--;
|
|
}
|
|
|
|
if( cycle != 0 )
|
|
{
|
|
// advance start time so that we loop
|
|
starttime += ( ( camera.Num() - cameraCuts.Num() ) * 1000 ) / frameRate;
|
|
GetViewParms( view );
|
|
return;
|
|
}
|
|
|
|
Stop();
|
|
if( gameLocal.GetCamera() != NULL )
|
|
{
|
|
// we activated another camera when we stopped, so get it's viewparms instead
|
|
gameLocal.GetCamera()->GetViewParms( view );
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
// just use our last frame
|
|
camFrame = &camera[ camera.Num() - 1 ];
|
|
view->viewaxis = camFrame->q.ToQuat().ToMat3();
|
|
view->vieworg = camFrame->t + offset;
|
|
view->fov_x = camFrame->fov;
|
|
}
|
|
}
|
|
else if( lerp == 0.0f )
|
|
{
|
|
camFrame = &camera[ frame ];
|
|
view->viewaxis = camFrame[ 0 ].q.ToMat3();
|
|
view->vieworg = camFrame[ 0 ].t + offset;
|
|
view->fov_x = camFrame[ 0 ].fov;
|
|
}
|
|
else
|
|
{
|
|
camFrame = &camera[ frame ];
|
|
invlerp = 1.0f - lerp;
|
|
q1 = camFrame[ 0 ].q.ToQuat();
|
|
q2 = camFrame[ 1 ].q.ToQuat();
|
|
q3.Slerp( q1, q2, lerp );
|
|
view->viewaxis = q3.ToMat3();
|
|
view->vieworg = camFrame[ 0 ].t * invlerp + camFrame[ 1 ].t * lerp + offset;
|
|
view->fov_x = camFrame[ 0 ].fov * invlerp + camFrame[ 1 ].fov * lerp;
|
|
}
|
|
|
|
gameLocal.CalcFov( view->fov_x, view->fov_x, view->fov_y );
|
|
|
|
// setup the pvs for this frame
|
|
UpdatePVSAreas( view->vieworg );
|
|
|
|
#if 0
|
|
static int lastFrame = 0;
|
|
static idVec3 lastFrameVec( 0.0f, 0.0f, 0.0f );
|
|
if( gameLocal.time != lastFrame )
|
|
{
|
|
gameRenderWorld->DebugBounds( colorCyan, idBounds( view->vieworg ).Expand( 16.0f ), vec3_origin, 1 );
|
|
gameRenderWorld->DebugLine( colorRed, view->vieworg, view->vieworg + idVec3( 0.0f, 0.0f, 2.0f ), 10000, false );
|
|
gameRenderWorld->DebugLine( colorCyan, lastFrameVec, view->vieworg, 10000, false );
|
|
gameRenderWorld->DebugLine( colorYellow, view->vieworg + view->viewaxis[ 0 ] * 64.0f, view->vieworg + view->viewaxis[ 0 ] * 66.0f, 10000, false );
|
|
gameRenderWorld->DebugLine( colorOrange, view->vieworg + view->viewaxis[ 0 ] * 64.0f, view->vieworg + view->viewaxis[ 0 ] * 64.0f + idVec3( 0.0f, 0.0f, 2.0f ), 10000, false );
|
|
lastFrameVec = view->vieworg;
|
|
lastFrame = gameLocal.time;
|
|
}
|
|
#endif
|
|
|
|
if( g_showcamerainfo.GetBool() )
|
|
{
|
|
gameLocal.Printf( "^5Frame: ^7%d/%d\n\n\n", realFrame + 1, camera.Num() - cameraCuts.Num() );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idCameraAnim::Event_Activate
|
|
================
|
|
*/
|
|
void idCameraAnim::Event_Activate( idEntity* _activator )
|
|
{
|
|
activator = _activator;
|
|
if( thinkFlags & TH_THINK )
|
|
{
|
|
Stop();
|
|
}
|
|
else
|
|
{
|
|
Start();
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idCameraAnim::Event_Start
|
|
================
|
|
*/
|
|
void idCameraAnim::Event_Start()
|
|
{
|
|
Start();
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idCameraAnim::Event_Stop
|
|
================
|
|
*/
|
|
void idCameraAnim::Event_Stop()
|
|
{
|
|
Stop();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idCameraAnim::Event_SetCallback
|
|
================
|
|
*/
|
|
void idCameraAnim::Event_SetCallback()
|
|
{
|
|
if( ( gameLocal.GetCamera() == this ) && !threadNum )
|
|
{
|
|
threadNum = idThread::CurrentThreadNum();
|
|
idThread::ReturnInt( true );
|
|
}
|
|
else
|
|
{
|
|
idThread::ReturnInt( false );
|
|
}
|
|
}
|