//------------------------------------------------------------------------
void CRapid::StopFire()
{
	m_startedToFire = false;

	if (m_pWeapon->IsBusy() && !m_pWeapon->IsZoomingInOrOut())
	{
		return;
	}

	if (m_zoomtimeout > 0.0f)
	{
		CActor *pActor = m_pWeapon->GetOwnerActor();
		CScreenEffects *pSE = pActor ? pActor->GetScreenEffects() : NULL;

		if (pSE)
		{
			float speed = 1.0f / .1f;
			pSE->ResetBlendGroup(CScreenEffects::eSFX_GID_ZoomIn);
			pSE->ResetBlendGroup(CScreenEffects::eSFX_GID_ZoomOut);
			IBlendedEffect *fov	= CBlendedEffect<CFOVEffect>::Create(CFOVEffect(pActor->GetEntityId(), 1.0f));
			IBlendType *blend		= CBlendType<CLinearBlend>::Create(CLinearBlend(1.0f));
			pSE->StartBlend(fov, blend, speed, CScreenEffects::eSFX_GID_ZoomOut);
		}

		m_zoomtimeout = 0.0f;
	}

	if(m_acceleration >= 0.0f)
	{
		Accelerate(m_pShared->rapidparams.deceleration);

		if (m_pWeapon->IsDestroyed())
		{
			FinishDeceleration();
		}
	}

	SpinUpEffect(false);

	if(m_firing)
	{
		SmokeEffect();
	}

	m_pWeapon->RequestStopFire();
}
Beispiel #2
0
//------------------------------------------------------------------------
void CAutomatic::StopFire()
{
	if(m_zoomtimeout > 0.0f)
	{
		CActor *pActor = m_pWeapon->GetOwnerActor();
		CScreenEffects *pSE = pActor?pActor->GetScreenEffects():NULL;

		if(pSE)
		{
			pSE->ResetBlendGroup(CScreenEffects::eSFX_GID_ZoomIn);

			// this is so we will zoom out always at the right speed
			//float speed = (1.0f/.1f) * (1.0f - pActor->GetScreenEffects()->GetCurrentFOV())/(1.0f - .75f);
			//speed = fabs(speed);
			float speed = 1.0f/.1f;
			//if (pActor->GetScreenEffects()->HasJobs(pActor->m_autoZoomOutID))
			//	speed = pActor->GetScreenEffects()->GetAdjustedSpeed(pActor->m_autoZoomOutID);

			pSE->ResetBlendGroup(CScreenEffects::eSFX_GID_ZoomOut);

			IBlendedEffect *fov	= CBlendedEffect<CFOVEffect>::Create(CFOVEffect(pActor->GetEntityId(),1.0f));
			IBlendType *blend		= CBlendType<CLinearBlend>::Create(CLinearBlend(1.0f));
			pSE->StartBlend(fov, blend, speed, CScreenEffects::eSFX_GID_ZoomOut);
		}

		m_zoomtimeout = 0.0f;
	}

	if(m_firing)
		SmokeEffect();

	m_firing = false;

	if(m_soundId)
	{
		m_pWeapon->StopSound(m_soundId);
		m_soundId = INVALID_SOUNDID;
	}
}
Beispiel #3
0
// (jh) this function is called on any input dispatching it to a relevant method and eventually to Lua onAction method
void CPlayerInput::OnAction( const ActionId& actionId, int activationMode, float value )
{
	FUNCTION_PROFILER(GetISystem(), PROFILE_GAME);

	if (g_pGame->GetHostMigrationState() != CGame::eHMS_NotMigrating)
	{
		Reset();
		return;
	}

	m_pPlayer->GetGameObject()->ChangedNetworkState( INPUT_ASPECT );

	m_lastActions=m_actions;

	//this tell if OnAction have to be forwarded to scripts, now its true by default, only high framerate actions are ignored
	bool filterOut = true;
	m_checkZoom = false;
	const CGameActions& actions = g_pGame->Actions();
	IVehicle* pVehicle = m_pPlayer->GetLinkedVehicle();

	bool canMove = CanMove();

	// disable movement while standing up
	if (!canMove)
		m_deltaMovement.zero();

	// try to dispatch action to OnActionHandlers
	bool handled;

	{
		FRAME_PROFILER("New Action Processing", GetISystem(), PROFILE_GAME);
		handled = s_actionHandler.Dispatch(this, m_pPlayer->GetEntityId(), actionId, activationMode, value, filterOut);
	}

	{
		FRAME_PROFILER("Regular Action Processing", GetISystem(), PROFILE_GAME);
		if (!handled)
		{
			filterOut = true;
			if (!m_pPlayer->m_stats.spectatorMode)
			{
				if (actions.ulammo==actionId && m_pPlayer->m_pGameFramework->CanCheat() && gEnv->pSystem->IsDevMode())
				{
					g_pGameCVars->i_unlimitedammo = 1;
				}
				else if (actions.debug_ag_step == actionId)
				{
					gEnv->pConsole->ExecuteString("ag_step");
				}
				else if(actions.voice_chat_talk == actionId)
				{
					if(gEnv->bMultiplayer)
					{
						if(activationMode == eAAM_OnPress)
							g_pGame->GetIGameFramework()->EnableVoiceRecording(true);
						else if(activationMode == eAAM_OnRelease)
							g_pGame->GetIGameFramework()->EnableVoiceRecording(false);
					}
				}
			}
		}

		if (!m_pPlayer->m_stats.spectatorMode)
		{
			IInventory* pInventory = m_pPlayer->GetInventory();
			if (!pInventory)
				return;

			bool scope = false;
			EntityId itemId = pInventory->GetCurrentItem();
			CWeapon *pWeapon = 0;
			if (itemId)
			{
				pWeapon = m_pPlayer->GetWeapon(itemId);
				if (pWeapon)
				{
					scope = (pWeapon->IsZoomed() && pWeapon->GetMaxZoomSteps()>1);
				}
			}

			if (pVehicle)
			{
				if (m_pPlayer->m_pVehicleClient && !m_pPlayer->IsFrozen())
					m_pPlayer->m_pVehicleClient->OnAction(pVehicle, m_pPlayer->GetEntityId(), actionId, activationMode, value);

				//FIXME:not really good
				m_actions = 0;
				m_deltaMovement.Set(0,0,0);
			}
			else if (m_pPlayer->GetHealth() > 0 && !m_pPlayer->m_stats.isFrozen.Value() && !m_pPlayer->m_stats.inFreefall.Value() && !m_pPlayer->m_stats.isOnLadder 
				&& !m_pPlayer->m_stats.isStandingUp && m_pPlayer->GetGameObject()->GetAspectProfile(eEA_Physics)!=eAP_Sleep)
			{
				m_pPlayer->CActor::OnAction(actionId, activationMode, value);

				if ((!scope || actionId == actions.use))
				{
					COffHand* pOffHand = static_cast<COffHand*>(m_pPlayer->GetWeaponByClass(CItem::sOffHandClass));
					if (pOffHand)
					{
						pOffHand->OnAction(m_pPlayer->GetEntityId(), actionId, activationMode, value);
					}

					if ((!pWeapon || !pWeapon->IsMounted()))
					{
						if ((actions.drop==actionId) && itemId)
						{
							float impulseScale=1.0f;
							if (activationMode==eAAM_OnPress)
								m_buttonPressure=2.5f;
							if (activationMode==eAAM_OnRelease)
							{
								m_buttonPressure=CLAMP(m_buttonPressure, 0.0f, 2.5f);
								impulseScale=1.0f+(1.0f-m_buttonPressure/2.5f)*15.0f;
								if (m_pPlayer->DropItem(itemId, impulseScale, true) && pOffHand && pOffHand->IsSelected())
								{							
									if (EntityId fistsId = pInventory->GetItemByClass(CItem::sFistsClass))
									{
										m_pPlayer->SelectItem(fistsId, false);
									}
									pOffHand->PreExecuteAction(eOHA_REINIT_WEAPON, eAAM_OnPress);
									CItem* pItem = static_cast<CItem*>(m_pPlayer->GetCurrentItem());
									if (pItem)
									{
										pItem->SetActionSuffix("akimbo_");
										pItem->PlayAction(g_pItemStrings->idle);
									}
								}
							}
						}
						else if (actions.nextitem==actionId)
							m_pPlayer->SelectNextItem(1, true, 0);
						else if (actions.previtem==actionId)
							m_pPlayer->SelectNextItem(-1, true, 0);
						else if (actions.handgrenade==actionId)
							m_pPlayer->SelectNextItem(1, true, actionId.c_str());
						else if (actions.explosive==actionId)
							m_pPlayer->SelectNextItem(1, true, actionId.c_str());
						else if (actions.utility==actionId)
							m_pPlayer->SelectNextItem(1, true, actionId.c_str());
						else if (actions.small==actionId)
							m_pPlayer->SelectNextItem(1, true, actionId.c_str());
						else if (actions.medium==actionId)
							m_pPlayer->SelectNextItem(1, true, actionId.c_str());
						else if (actions.heavy==actionId)
							m_pPlayer->SelectNextItem(1, true, actionId.c_str());
						else if (actions.debug==actionId)
						{
							if (g_pGame)
							{							
								if (!m_pPlayer->GetInventory()->GetItemByClass(CItem::sDebugGunClass))
									g_pGame->GetWeaponSystem()->DebugGun(0);				
								if (!m_pPlayer->GetInventory()->GetItemByClass(CItem::sRefWeaponClass))
									g_pGame->GetWeaponSystem()->RefGun(0);
							}

							m_pPlayer->SelectNextItem(1, true, actionId.c_str());
						}
					}
				}
				else 
				{
					if (actions.handgrenade==actionId)
						m_pPlayer->SelectNextItem(1, true, actionId.c_str());
					else if (actions.explosive==actionId)
						m_pPlayer->SelectNextItem(1, true, actionId.c_str());
					else if (actions.utility==actionId)
						m_pPlayer->SelectNextItem(1, true, actionId.c_str());
					else if (actions.small==actionId)
						m_pPlayer->SelectNextItem(1, true, actionId.c_str());
					else if (actions.medium==actionId)
						m_pPlayer->SelectNextItem(1, true, actionId.c_str());
					else if (actions.heavy==actionId)
						m_pPlayer->SelectNextItem(1, true, actionId.c_str());
					else if (actions.drop==actionId && activationMode == eAAM_OnRelease && itemId)
						m_pPlayer->DropItem(itemId, 1.0f, true);
				}
			}

			if (m_checkZoom)
			{
				if (pWeapon)
				{
					IZoomMode *zm = pWeapon->GetZoomMode(pWeapon->GetCurrentZoomMode());
					CScreenEffects* pScreenEffects = m_pPlayer->GetScreenEffects();
					if (zm && !zm->IsZoomingInOrOut() && !zm->IsZoomed() && pScreenEffects != 0)
					{
						if (!m_moveButtonState && m_pPlayer->IsClient())
						{
							IBlendedEffect *fovEffect	= CBlendedEffect<CFOVEffect>::Create(CFOVEffect(m_pPlayer->GetEntityId(),1.0f));
							IBlendType   *blend				= CBlendType<CLinearBlend>::Create(CLinearBlend(1.0f));
							pScreenEffects->ResetBlendGroup(CScreenEffects::eSFX_GID_ZoomIn, false);
							pScreenEffects->ResetBlendGroup(CScreenEffects::eSFX_GID_ZoomOut, false);
							pScreenEffects->StartBlend(fovEffect, blend, 1.0f/.25f, CScreenEffects::eSFX_GID_ZoomIn);
						}
						else
						{
							pScreenEffects->EnableBlends(true, CScreenEffects::eSFX_GID_ZoomIn);
							pScreenEffects->EnableBlends(true, CScreenEffects::eSFX_GID_ZoomOut);
							pScreenEffects->EnableBlends(true, CScreenEffects::eSFX_GID_HitReaction);
						}
					}
				}
			}
		}
	}


	bool hudFilterOut = true;

	// FIXME: temporary method to dispatch Actions to HUD (it's not yet possible to register)
	hudFilterOut = true;

	//Filter must take into account offHand too
	COffHand* pOffHand = static_cast<COffHand*>(m_pPlayer->GetWeaponByClass(CItem::sOffHandClass));
	if(pOffHand && pOffHand->IsSelected())
		filterOut = false;

	//send the onAction to scripts, after filter the range of actions. for now just use and hold
	if (filterOut && hudFilterOut)
	{
		FRAME_PROFILER("Script Processing", GetISystem(), PROFILE_GAME);
		HSCRIPTFUNCTION scriptOnAction(NULL);

		IScriptTable *scriptTbl = m_pPlayer->GetEntity()->GetScriptTable();

		if (scriptTbl)
		{
			scriptTbl->GetValue("OnAction", scriptOnAction);

			if (scriptOnAction)
			{
				char *activation = 0;

				switch(activationMode)
				{
				case eAAM_OnHold:
					activation = "hold";
					break;
				case eAAM_OnPress:
					activation = "press";
					break;
				case eAAM_OnRelease:
					activation = "release";
					break;
				default:
					activation = "";
					break;
				}

				Script::Call(gEnv->pScriptSystem,scriptOnAction,scriptTbl,actionId.c_str(),activation, value);
			}
		}

		gEnv->pScriptSystem->ReleaseFunc(scriptOnAction);
	}	
}