This will effectively put the sequence on the queue to be executed when the time has elapsed. Modifications on a sequence after it has been added have no effect. You can also remove the sequence (with DecRef()) immediatelly after running it.
void iSequenceManager::Suspend (
) [pure virtual]
Suspend the sequence manager.
This will totally stop all actions that the sequence manager was doing. Use Resume() to resume. Calling Suspend() on an already suspended sequence manager has no effect. Note that a sequence manager is suspended by default. This is so you can set it up and add the needed operations and then call resume to start it all.
void iSequenceManager::TimeWarp (
bool skip ) [pure virtual]
Perform a time warp.
This will effectively let the sequence manager think that the given time has passed. If the 'skip' flag is set then all sequence parts that would have been executed in the skipped time are not executed. Otherwise they will all be executed at the same time (but the delta time parameter to 'Do' and 'Condition' will contain the correct difference). 'time' is usually positive. When 'time' is negative this will have the effect of adding extra time before the first operation in the queue will be executed. i.e. we jump in the past but operations that used to be there before are already deleted and will not be executed again.
The documentation for this struct was generated from the following file: