#include "stdafx.h" #include "TerrainMapEngine.h" #include "TerrainPropForGame.h" void CTerrainPropForGame::Release() { InterlockedDecrement( (volatile LONG *)&m_nRefCount ); assert( m_nRefCount >= 0 ); if( 0 == m_nRefCount ) { delete this; } } void CTerrainPropForGame::GetNearVertices( float x, float y, K3DVertex* pGetVertices ) const { m_pMapEngine->GetNearVertices( x, y, 3, 3, pGetVertices ); } void CTerrainPropForGame::Render( KViewportObject* pViewport ) { CTerrainProp::Render( pViewport ); } void CTerrainPropForGame::SetProcessFlagAtThisTick() { m_unLastProcessedTick = CTerrainMapEngine::GetLastRenderedTick(); } bool CTerrainPropForGame::GetProcessFlagAtThisTick() const { return CTerrainMapEngine::GetLastRenderedTick() == m_unLastProcessedTick; }