//------------------------------------------------------
void CWeapon::ForcePendingActions(uint8 blockedActions)
{
	CItem::ForcePendingActions(blockedActions);

	CActor* pOwner = GetOwnerActor();
	if(!pOwner || !pOwner->IsClient() || s_lockActionRequests)
		return;

	//--- Lock action requests to ensure that we don't recurse back into this function but also
	//--- block any recursive action requests to ensure we don't repeat the actions next frame
	s_lockActionRequests = true;

	//Force start firing, if needed and possible
	if(IsInputFlagSet(eWeaponAction_Fire) && !(blockedActions&eWeaponAction_Fire))
	{
		ClearInputFlag(eWeaponAction_Fire);
		if(IsTargetOn() || (m_fm && !m_fm->AllowZoom()))
		{
			s_lockActionRequests = false;
			return;
		}
			
		OnAction(GetOwnerId(),CCryName("attack1"),eAAM_OnHold,0.0f);
	}

	//Force zoom in if needed
	if(IsInputFlagSet(eWeaponAction_Zoom) && !(blockedActions&eWeaponAction_Zoom))
	{
		if(!IsZoomed() && !IsZoomingInOrOut())
			OnActionZoom(GetOwnerId(), CCryName("zoom"), eAAM_OnPress, 0.0f);

		ClearInputFlag(eWeaponAction_Zoom);
	}

	if(IsInputFlagSet(eWeaponAction_Reload) && !(blockedActions&eWeaponAction_Reload))
	{
		if (!IsBusy())
			ReloadWeapon();
		ClearInputFlag(eWeaponAction_Reload);
	}

	s_lockActionRequests = false;
}
Beispiel #2
0
bool CHeavyMountedWeapon::OnActionRipOff(EntityId actorId, const ActionId& actionId, int activationMode, float value)
{
	//TODO: This has to be synchronized for MP
	if((activationMode == eAAM_OnPress) && !m_rippedOff && !m_rippingOff)
	{
		if(CanRipOff())
		{
			TryRipOffGun();
			ClearInputFlag(eWeaponAction_Fire);
		}
		return true;
	}

	return false;
}
//--------------------------------------------------------------------
bool CWeapon::PreActionAttack(bool startFire)
{
	if(startFire)
	{
		SetInputFlag(eWeaponAction_Fire);
	}
	else if(!startFire)
	{
		ClearInputFlag(eWeaponAction_Fire);
	}

	if(IsModifying())
		return true;

	if(startFire)
	{
		return CheckSprint();
	}

	return false;
}
Beispiel #4
0
void CHeavyMountedWeapon::PerformRipOff(CActor* pOwner)
{
	ExitZoom(true);

	UnlinkMountedGun();
	SetUnMountedConfiguration();	// This needs to come after the call to UnlinkMountedGun otherwise killcam doesn't work properly
	AttachToHand(true);
	StopFire();
	Physicalize(false, false);

	if (pOwner)
	{
		HandleHeavyWeaponPro(*pOwner);

		float speedOverride = 1.0f;
		if(pOwner->IsPlayer())
		{
			CPlayer* pOwnerPlayer = static_cast<CPlayer*>(pOwner);
			speedOverride = pOwnerPlayer->GetModifiableValues().GetValue(kPMV_HeavyWeaponRipOffSpeedOverride);
		}

		PlayAction(GetFragmentIds().rip_off, 0, false, eIPAF_Default, speedOverride);

		m_rippingOff = true;
		m_stats.dropped = false;

		DoRipOffPrompt(GetOwnerId(), false);

		int timeDelay = GetCurrentAnimationTime(eIGS_Owner);
		timeDelay = (timeDelay > 0) ? timeDelay : 2000;
		int removeViewLimitDelay = int(timeDelay * 0.65f);
		GetScheduler()->TimerAction(timeDelay, CSchedulerAction<EndRippingOff>::Create(EndRippingOff(this)), false);
		GetScheduler()->TimerAction(removeViewLimitDelay, CSchedulerAction<RemoveViewLimitsAction>::Create(RemoveViewLimitsAction(this)), false);

		if(!pOwner->IsThirdPerson() && !(m_stats.viewmode&eIVM_FirstPerson))
		{
			SetViewMode(eIVM_FirstPerson);
		}

		//Lock view in place during rip off
		SActorParams &params = pOwner->GetActorParams();

		Vec3 limitDir(ZERO);
		
		bool bUseMovementState = true;

		if (pOwner->IsClient() && (g_pGame->GetHostMigrationState() != CGame::eHMS_NotMigrating))
		{
			// If this happens during a host migration, our aim direction may not have made it into the movement
			// controller yet, get it from the saved migration params instead
			const CGameRules::SHostMigrationClientControlledParams *pHostMigrationParams = g_pGame->GetGameRules()->GetHostMigrationClientParams();
			if (pHostMigrationParams)
			{
				limitDir = pHostMigrationParams->m_aimDirection;
				bUseMovementState = false;
			}
		}

		if (bUseMovementState)
		{
			IMovementController *pMovementController = pOwner->GetMovementController();
			SMovementState state;
			pMovementController->GetMovementState(state);

			limitDir = state.aimDirection;
		}

		params.viewLimits.SetViewLimit(limitDir, 0.01f, 0.01f, 0.01f, 0.01f, SViewLimitParams::eVLS_Item);

		pOwner->SetSpeedMultipler(SActorParams::eSMR_Item, 0.0f);

		if(!gEnv->bMultiplayer)
			pOwner->LockInteractor(GetEntityId(), false);

	}

	TriggerRespawn();

	if (pOwner)
	{
		if (CRecordingSystem* pRecordingSystem = g_pGame->GetRecordingSystem()) 
		{
			pRecordingSystem->OnWeaponRippedOff(this);
		}

		BATTLECHATTER(BC_Ripoff, GetOwnerId());

		if(pOwner->IsClient())
		{
			g_pGame->GetPersistantStats()->IncrementClientStats(EIPS_RipOffMountedWeapon);
			ClearInputFlag(eWeaponAction_Zoom);
		}
	}
	else
	{
		//--- If ripped off without an actor we should finish instantly
		m_rippingOff = false;
		m_rippedOff = true;
	}
}
bool CWeapon::OnActionZoom(EntityId actorId, const ActionId& actionId, int activationMode, float value)
{
	if (IsModifying())
	{
		return false;
	}

	const bool zoomingIn = IsZoomingIn();
	const bool zoomed = IsZoomed();

	const bool toggleMode = (g_pGameCVars->cl_zoomToggle > 0);
	const bool toggleZoomOn = !(zoomingIn || zoomed);

	const bool buttonPressed = (activationMode == eAAM_OnPress);

	if (!toggleMode)
	{
		// Toggle mode is off, i.e. You have to hold to stay zoomed.
		if(buttonPressed || activationMode == eAAM_OnHold)
		{
			SetInputFlag(eWeaponAction_Zoom);
		}
		else
		{
			ClearInputFlag(eWeaponAction_Zoom);
		}
	}
	else
	{
		// Toggle mode is on.
		if(buttonPressed)
		{
			if (toggleZoomOn)
			{
				SetInputFlag(eWeaponAction_Zoom);
			}
			else
			{
				ClearInputFlag(eWeaponAction_Zoom);
			}
		}
	}
	
	//can ironsight while super jumping in MP
	const bool trumpZoom = !CanZoomInState();

	if (!AreAnyItemFlagsSet(eIF_Modifying) && !trumpZoom)	
	{
		if (!m_fm || !m_fm->IsReloading())
		{
			if (buttonPressed && (!toggleMode || toggleZoomOn))
			{
				if(m_fm && !m_fm->AllowZoom())
				{
					if(IsTargetOn())
					{
						m_fm->Cancel();
					}
					else
					{
						return false;
					}
				}
			}
			else if ((!toggleMode && activationMode == eAAM_OnRelease) || // Not toggle mode and button is released
							 (toggleMode && !toggleZoomOn && buttonPressed)) // Toggle mode, zoom is to be toggled off and button is pressed
			{
				StopZoom(actorId);
			}

			const bool shouldStartZoom = (!toggleMode && (buttonPressed || activationMode == eAAM_OnHold)) ||
																	 (toggleMode && toggleZoomOn && buttonPressed);
			if (m_zm && shouldStartZoom)
			{
				const bool zoomingOut = m_zm->IsZoomingInOrOut() && !zoomingIn;
				if ((!zoomed && !zoomingIn) || zoomingOut)
				{
					StartZoom(actorId,1);
				}
				if (buttonPressed)
				{
					m_snapToTargetTimer = 0.5f;
				}
			}
		}
		else if( (!toggleMode && activationMode == eAAM_OnRelease) || (toggleMode && !toggleZoomOn && buttonPressed) )
		{
			StopZoom(actorId);
		}
	}
	else if (trumpZoom)
	{
		StopZoom(actorId);
	}

	return true;
}