void type_motion_diagnostic( LPCSTR message, type_motion::edirection dr, const CEntityAlive& ea, const SHit& H, const MotionID &m )
{
#ifdef DEBUG

	if(! death_anim_debug )
		return;
	
	IKinematicsAnimated *KA = smart_cast<IKinematicsAnimated*>( ea.Visual() );
	VERIFY( KA );
	IKinematics *K  = smart_cast<IKinematics*>( ea.Visual() );
	LPCSTR bone_name = "not_definite";
	if( H.bone() != BI_NONE )
	{
		CBoneData& bd = K->LL_GetData( H.bone() );
		bone_name = bd.name.c_str();
	}
	LPCSTR motion_name = "not_set";
	if( m.valid() )
		motion_name = KA->LL_MotionDefName_dbg( m ).first;

	Msg( "death anims: %s, dir: %s, motion: %s,  obj: %s, model: %s, bone: %s " ,message ,motion_dirs[ dr ].name, motion_name, ea.cName().c_str(), ea.cNameVisual().c_str(), bone_name );

#endif
}
Beispiel #2
0
void CActor::shedule_Update	(u32 DT)
{
	setSVU(OnServer());

	//установить режим показа HUD для текущего активного слота
	CHudItem* pHudItem = smart_cast<CHudItem*>(inventory().ActiveItem());	
	if(pHudItem && !pHudItem->object().getDestroy()) 
		pHudItem->SetHUDmode(HUDview());

	//обновление инвентаря
	UpdateInventoryOwner			(DT);
	if (GameID() == GAME_SINGLE)
		GameTaskManager().UpdateTasks	();

	if(m_holder || !getEnabled() || !Ready())
	{
		m_sDefaultObjAction				= NULL;
		inherited::shedule_Update		(DT);

/*		if (OnServer())
		{
			Check_Weapon_ShowHideState();
		};	
*/
		return;
	}

	// 
	clamp					(DT,0u,100u);
	float	dt	 			=  float(DT)/1000.f;

	// Check controls, create accel, prelimitary setup "mstate_real"
	
	//----------- for E3 -----------------------------
//	if (Local() && (OnClient() || Level().CurrentEntity()==this))
	if (Level().CurrentControlEntity() == this && (!Level().IsDemoPlay() || Level().IsServerDemo()))
	//------------------------------------------------
	{
		g_cl_CheckControls		(mstate_wishful,NET_SavedAccel,NET_Jump,dt);
		{
			/*
			if (mstate_real & mcJump)
			{
				NET_Packet	P;
				u_EventGen(P, GE_ACTOR_JUMPING, ID());
				P.w_sdir(NET_SavedAccel);
				P.w_float(NET_Jump);
				u_EventSend(P);
			}
			*/
		}
		g_cl_Orientate			(mstate_real,dt);
		g_Orientate				(mstate_real,dt);

		g_Physics				(NET_SavedAccel,NET_Jump,dt);
		
		g_cl_ValidateMState		(dt,mstate_wishful);
		g_SetAnimation			(mstate_real);
		
		// Check for game-contacts
		Fvector C; float R;		
		//m_PhysicMovementControl->GetBoundingSphere	(C,R);
		
		Center(C);
		R=Radius();
		feel_touch_update		(C,R);

		// Dropping
		if (b_DropActivated)	{
			f_DropPower			+= dt*0.1f;
			clamp				(f_DropPower,0.f,1.f);
		} else {
			f_DropPower			= 0.f;
		}
		if (!Level().IsDemoPlay())
		{		
		//-----------------------------------------------------
		mstate_wishful &=~mcAccel;
		mstate_wishful &=~mcLStrafe;
		mstate_wishful &=~mcRStrafe;
		mstate_wishful &=~mcLLookout;
		mstate_wishful &=~mcRLookout;
		mstate_wishful &=~mcFwd;
		mstate_wishful &=~mcBack;
		extern bool g_bAutoClearCrouch;
		if (g_bAutoClearCrouch)
			mstate_wishful &=~mcCrouch;
		//-----------------------------------------------------
		}
	}
	else 
	{
		make_Interpolation();
	
		if (NET.size())
		{
			
//			NET_SavedAccel = NET_Last.p_accel;
//			mstate_real = mstate_wishful = NET_Last.mstate;

			g_sv_Orientate				(mstate_real,dt			);
			g_Orientate					(mstate_real,dt			);
			g_Physics					(NET_SavedAccel,NET_Jump,dt	);			
			if (!m_bInInterpolation)
				g_cl_ValidateMState			(dt,mstate_wishful);
			g_SetAnimation				(mstate_real);

			if (NET_Last.mstate & mcCrouch)
			{
				if (isActorAccelerated(mstate_real, IsZoomAimingMode()))
					character_physics_support()->movement()->ActivateBox(1, true);
				else
					character_physics_support()->movement()->ActivateBox(2, true);
			}
			else 
				character_physics_support()->movement()->ActivateBox(0, true);
		}	
		mstate_old = mstate_real;
	}

	if (this == Level().CurrentViewEntity())
	{
		UpdateMotionIcon		(mstate_real);
	};

	NET_Jump = 0;


	inherited::shedule_Update	(DT);

	//эффектор включаемый при ходьбе
	if (!pCamBobbing)
	{
		pCamBobbing = xr_new<CEffectorBobbing>	();
		Cameras().AddCamEffector			(pCamBobbing);
	}
	pCamBobbing->SetState						(mstate_real, conditions().IsLimping(), IsZoomAimingMode());

	//звук тяжелого дыхания при уталости и хромании
	if(this==Level().CurrentControlEntity() && !g_pGamePersistent->bDedicatedServer )
	{
		if(conditions().IsLimping() && g_Alive()){
			if(!m_HeavyBreathSnd._feedback()){
				m_HeavyBreathSnd.play_at_pos(this, Fvector().set(0,ACTOR_HEIGHT,0), sm_Looped | sm_2D);
			}else{
				m_HeavyBreathSnd.set_position(Fvector().set(0,ACTOR_HEIGHT,0));
			}
		}else if(m_HeavyBreathSnd._feedback()){
			m_HeavyBreathSnd.stop		();
		}

		float bs = conditions().BleedingSpeed();
		if(bs>0.6f)
		{
			Fvector snd_pos;
			snd_pos.set(0,ACTOR_HEIGHT,0);
			if(!m_BloodSnd._feedback())
				m_BloodSnd.play_at_pos(this, snd_pos, sm_Looped | sm_2D);
			else
				m_BloodSnd.set_position(snd_pos);

			float v = bs+0.25f;

			m_BloodSnd.set_volume	(v);
		}else{
			if(m_BloodSnd._feedback())
				m_BloodSnd.stop();
		}

	}
	
	//если в режиме HUD, то сама модель актера не рисуется
	if(!character_physics_support()->IsRemoved())
										setVisible				(!HUDview	());
	//что актер видит перед собой
	collide::rq_result& RQ = HUD().GetCurrentRayQuery();
	

	if(!input_external_handler_installed() && RQ.O &&  RQ.range<inventory().GetTakeDist()) 
	{
		m_pObjectWeLookingAt			= smart_cast<CGameObject*>(RQ.O);
		
		CGameObject						*game_object = smart_cast<CGameObject*>(RQ.O);
		m_pUsableObject					= smart_cast<CUsableScriptObject*>(game_object);
		m_pInvBoxWeLookingAt			= smart_cast<CInventoryBox*>(game_object);
		inventory().m_pTarget			= smart_cast<PIItem>(game_object);
		m_pPersonWeLookingAt			= smart_cast<CInventoryOwner*>(game_object);
		m_pVehicleWeLookingAt			= smart_cast<CHolderCustom*>(game_object);
		CEntityAlive* pEntityAlive		= smart_cast<CEntityAlive*>(game_object);
		
		if (GameID() == GAME_SINGLE )
		{
			if (m_pUsableObject && m_pUsableObject->tip_text())
			{
				m_sDefaultObjAction = CStringTable().translate( m_pUsableObject->tip_text() );
			}
			else
			{
				if (m_pPersonWeLookingAt && pEntityAlive->g_Alive())
					m_sDefaultObjAction = m_sCharacterUseAction;

				else if (pEntityAlive && !pEntityAlive->g_Alive())
				{
					bool b_allow_drag = !!pSettings->line_exist("ph_capture_visuals",pEntityAlive->cNameVisual());
				
					if(b_allow_drag)
						m_sDefaultObjAction = m_sDeadCharacterUseOrDragAction;
					else
						m_sDefaultObjAction = m_sDeadCharacterUseAction;

				}else if (m_pVehicleWeLookingAt)
					m_sDefaultObjAction = m_sCarCharacterUseAction;

				else if (inventory().m_pTarget && inventory().m_pTarget->CanTake() )
					m_sDefaultObjAction = m_sInventoryItemUseAction;
//.				else if (m_pInvBoxWeLookingAt)
//.					m_sDefaultObjAction = m_sInventoryBoxUseAction;
				else 
					m_sDefaultObjAction = NULL;
			}
		}
	}
	else 
	{
		inventory().m_pTarget	= NULL;
		m_pPersonWeLookingAt	= NULL;
		m_sDefaultObjAction		= NULL;
		m_pUsableObject			= NULL;
		m_pObjectWeLookingAt	= NULL;
		m_pVehicleWeLookingAt	= NULL;
		m_pInvBoxWeLookingAt	= NULL;
	}

//	UpdateSleep									();

	//для свойст артефактов, находящихся на поясе
	UpdateArtefactsOnBelt						();
	m_pPhysics_support->in_shedule_Update		(DT);
	Check_for_AutoPickUp						();
};