Sources/CryGame C++/Solution1/CryGame/XArea.cpp
//////////////////////////////////////////////////////////////////////
//proceed fade. player is inside of the area

proceed fade. player is inside of the area
proceed fade . player is inside of the area
void	CXArea::ProceedFade( CXAreaUser& user, const float fadeCoeff )
{
	if(m_PrevFade == fadeCoeff)
		return;
	m_PrevFade = fadeCoeff;
	UpdateIDs( user.m_pGame->GetSystem() );
	IEntity* pEntity;
	for( unsigned int eIdx=0; eIdx<m_vEntityID.size(); eIdx++ )
	{
		pEntity = user.m_pGame->GetSystem()->GetIEntitySystem()->GetEntity(m_vEntityID[eIdx]);
		if (pEntity)
			pEntity->OnProceedFadeArea( user.m_pEntity, m_AreaID, fadeCoeff);
	}
}
void CXArea :: ProceedFade ( CXAreaUser & user , const float fadeCoeff ) { if ( m_PrevFade == fadeCoeff ) return ; m_PrevFade = fadeCoeff ; UpdateIDs ( user . m_pGame -> GetSystem ( ) ) ; IEntity * pEntity ; for ( unsigned int eIdx = 0 ; eIdx < m_vEntityID . size ( ) ; eIdx ++ ) { pEntity = user . m_pGame -> GetSystem ( ) -> GetIEntitySystem ( ) -> GetEntity ( m_vEntityID [ eIdx ] ) ; if ( pEntity ) pEntity -> OnProceedFadeArea ( user . m_pEntity , m_AreaID , fadeCoeff ) ; } }
proceed fade.
proceed fade .
// no update if fade coefficient hasn't changed
