Beispiel #1
0
void CHUDCrosshair::UpdateCrosshair()
{
  IActor *pClientActor = g_pGame->GetIGameFramework()->GetClientActor();
	if(!pClientActor)
		return;

  int iNewFriendly = 0;

  if(pClientActor->GetLinkedVehicle())
  { 
    // JanM/MichaelR: 
    // Get status from the VehicleWeapon, which raycasts considering the necessary SkipEntities (in contrast to WorldQuery)
    // Julien: this is now done in MP as well
    iNewFriendly = g_pHUD->GetVehicleInterface()->GetFriendlyFire();
  }
  else
  {
    if(!gEnv->bMultiplayer)
    {
			CWeapon *pWeapon = g_pHUD->GetCurrentWeapon();
			if(pWeapon)
			{
				iNewFriendly = pWeapon->IsWeaponLowered() && pWeapon->IsPendingFireRequest();
				if(iNewFriendly && pWeapon->GetEntity()->GetClass() == CItem::sTACGunFleetClass)
					iNewFriendly = 0;
			}
			else{
				//Two handed pickups need the red X as well
				CPlayer *pPlayer= static_cast<CPlayer*>(pClientActor);
				if(CWeapon *pOffHand = static_cast<CWeapon*>(pPlayer->GetItemByClass(CItem::sOffHandClass)))
					iNewFriendly = pOffHand->IsWeaponLowered();
			}
    }
    else
    {
	    EntityId uiCenterId = pClientActor->GetGameObject()->GetWorldQuery()->GetLookAtEntityId();
			if(uiCenterId)
			{
				iNewFriendly = IsFriendlyEntity(gEnv->pEntitySystem->GetEntity(uiCenterId));
			}
    }
  }	

	// SNH: if player is carrying a claymore or mine, ask the weapon whether it is possible to place it currently
	//	(takes into account player speed / stance / aim direction).
	// So 'friendly' is a bit of a misnomer here, but we want the "don't/can't fire" crosshair...
	if(iNewFriendly != 1 && g_pHUD)
	{
		CWeapon *pWeapon = g_pHUD->GetCurrentWeapon();
		if(pWeapon)
		{
			static IEntityClass* pClaymoreClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass("Claymore");
			static IEntityClass* pAVMineClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass("AVMine");
			IEntityClass* pClass = pWeapon->GetEntity()->GetClass();
			if(pClass == pClaymoreClass || pClass == pAVMineClass)
			{
				if(IFireMode* pfm = pWeapon->GetFireMode(pWeapon->GetCurrentFireMode()))
				{
					if(!pfm->IsFiring())
						iNewFriendly = pWeapon->CanFire() ? 0 : 1;
				}
			}
		}
	}

	if(iNewFriendly != m_iFriendlyTarget)
	{
		m_iFriendlyTarget = iNewFriendly;
		//m_animCrossHair.Invoke("setFriendly", m_iFriendlyTarget);
		if(iNewFriendly)
			m_animFriendCross.SetVisible(true);
		else
			m_animFriendCross.SetVisible(false);
	}

	if(m_animInterActiveIcons.GetVisible())
	{
		m_bHideUseIconTemp = false;
		CItem *pItem = static_cast<CItem*>(pClientActor->GetCurrentItem());
		if(pItem)
		{
			IWeapon *pWeapon = pItem->GetIWeapon();
			if(pWeapon)
			{
				CItem::SStats stats = pItem->GetStats();
				if(stats.mounted && stats.used)
					m_bHideUseIconTemp = true;
			}
		}
		if(!m_bHideUseIconTemp)
		{
			EntityId offHandId = pClientActor->GetInventory()->GetItemByClass(CItem::sOffHandClass);
			IItem *pOffHandItem = g_pGame->GetIGameFramework()->GetIItemSystem()->GetItem(offHandId);
			if(pOffHandItem)
			{
				COffHand *pOffHand = static_cast<COffHand*>(pOffHandItem);
				uint32 offHandState = pOffHand->GetOffHandState();
				if(offHandState == eOHS_HOLDING_OBJECT || offHandState == eOHS_THROWING_OBJECT ||
					offHandState == eOHS_HOLDING_NPC || offHandState == eOHS_THROWING_NPC)
					m_bHideUseIconTemp = true;
			}
		}
	}
}
Beispiel #2
0
//--------------------------------------------------------------------
bool CWeapon::OnActionAttack(EntityId actorId, const ActionId& actionId, int activationMode, float value)
{
	if(!m_modifying)
	{
		if(IsTwoHand())
		{
			COffHand * offHandWeapon = NULL;
			bool isOffHandSelected = false;
			GetOffHandInfo(this,isOffHandSelected,&offHandWeapon);

			if(offHandWeapon && 
				(offHandWeapon->GetOffHandState()&(eOHS_HOLDING_GRENADE|eOHS_SWITCHING_GRENADE|eOHS_PICKING_ITEM)))
				return false;
		}

		if (activationMode == eAAM_OnPress)
		{

			if(PreActionAttack(true))
				return true;

			bool isDualWield = false;
			CWeapon *dualWield = NULL;
			GetDualWieldInfo(this,isDualWield,&dualWield);

			if (isDualWield)
			{
				m_fire_alternation = !m_fire_alternation;
				m_requestedFire = true;

				if (m_fire_alternation || !dualWield->CanFire())
				{
					if(!IsWeaponRaised() && CanFire())
						StartFire();
					else if(!dualWield->IsWeaponRaised())
						dualWield->StartFire();
				}
				else if (dualWield->CanFire())
				{
					if(!dualWield->IsWeaponRaised() && dualWield->CanFire())
						dualWield->StartFire();
					else if(!IsWeaponRaised())
						StartFire();
				}
				else if(OutOfAmmo(false))
				{
					Reload();
					dualWield->Reload();
				}
			}
			else
			{
				if(!m_weaponRaised)
					StartFire();

				m_requestedFire = true;
			}
		}
		else if (activationMode == eAAM_OnRelease)
		{
			PreActionAttack(false);

			StopFire();
			m_requestedFire = false;
		}
	}

	return true;
}